I tried to get something going on the Off-Topic thread, but nobody bit...
How would you do GoT's Battle of Winterfell as a BT scenario? In particular, how would you do the wights, White Walkers, Three-Eyed Raven, and especially the dragons in BT terms.
I only have a pile of disconnected ideas...let me start off with...
ARMY OF THE DEAD
Wights
--Wights may be any kind of 'Mech or battle armour that begin the scenario missing up to half their armour. They have no functioning powered weapons and may not make ranged attacks. They may make physical attacks with any melee weapons they are carrying. They also have the following special abilities:
--to sprint and still make an attack in the same turn
--once their armour is gone, they do not take internal structure damage from conventional weapons. Further damage may only be
caused by melee weapons made of dragonglass or Valyrian steel (see below), or incendiary weapons.
--Each wight is considered to be equipped with a C3 slave, which is slaved to a particular White Walker or to the Night King (see below).
A critical hit on this unit (only from a dragonglass or Valyrian steel melee weapon, or incendiary weapon) instantly kills the wight.
--Wights take double damage from fire, and will not approach a hex on fire or an enemy unit possessing an incendiary weapon unless specifically directed to do so by either the controlling White Walker or the Night King (see below).
--All wights slaved to a particular White Walker die instantly die if that White Walker is killed.
The wight-giant
--the wight-giant is an Atlas with all of the abilities and weaknesses of regular wights, but may not make use of the sprinting ability.
It may, however, pick up and crush enemy units of twenty tons or less.
(Consider it to be further equipped with triple-strength myomer in the active state.)
--Any internal head hit with a dragonglass or Valyrian steel weapon to the wight-giant's head is an instant kill.
White Walkers
--Each White Walker is equipped with a C3 master unit that controls wights slaved to it. Unlike standard rules, there is no limit to the number of wights that are slaved to a particular Walker.
--White Walkers may raise fallen enemy units as wights in their service. Any fallen unit so raised is considered to have switched sides and is now equipped with a C3 slave connecting it to the raising Walker. Units raised as wights are from that point covered by the rules for wights, maintaining any battle damage incurred at the time of their death; any remaining ammunition is considered to have been dumped. In place of a regular attack, A "regular" White Walker (see rules below for Night King) may raise up to 5 fallen units in this way per turn, but only in a 2-hex radius from the hex currently occupied by the Walker.
--A White Walker may compel any wights under its control to overcome their natural fear of fire.
--Each White Walker is equipped with an ice-crystal sword; see below for its damage effects
--White Walkers do not take damage from conventional weapons, and their touch, through their ice sword, can shatter any equipment not made of dragonglass or Valyrian steel; in game terms, any hit from a White Walker gives a chance for a critical hit, and if such is inflicted, the affected piece of equipment suffers critical hits to ALL its slots. If the critical hit is against an actuator, ALL actuators in the affected area are also considered to incur critical damage.
--White Walkers may only be damaged by dragonglass, Valyrian steel, or incendiary weapons. Treat Inferno LRMs and SRMs as though they were conventional versions, and flamers as machine guns for dealing damage. Any hit to a torso region from a dragonglass or Valyrian steel weapon is instantly lethal to a White Walker.
--When a White Walker is killed, all of the wights under its control instantly collapse and are considered to have finally died.
The Night King
--The Night King is equipped with dual C3 masters (probably a Tai-Sho). All of the Army of the Dead's units are ultimately controlled by him.
--In place of regular weaponry, the Night King may grow an ice lance that may be used as a projectile weapon; consider it equal in capability to a Thunderbolt-20 with the ice sword characteristics above AND added armour-piercing ability, even against dragons.
--The Night King has the same vulnerability as regular White Walkers to dragonglass and Valyrian steel, but 1SK lethal damage is limited to the centre torso. Unlike regular Walkers, he is completely invulnerable to incendiaries; Inferno missiles, flamers, and plasma weapons have no effect at all on him.
--The Night King may compel any unit under his command to overcome its fear of fire.
--The Night King may also raise fallen enemy units as wights in his service. Any fallen unit so raised is considered to have switched sides and is now equipped with a C3 slave connecting it directly to the Night King. In place of a regular attack, the Night King may raise any number of fallen enemy units within a 10-hex radius of his current position.
--(and I need to review the severe weather rules for how to simulate his weather control abilities...)
Well, it's getting late for me now, more to come later!
Any suggestions for how to do the dragons...?
cheers,
Gabe