Player pack

Comp & Rules Highlights

Thundercock GT runs its own comp system, secret missions, deployment rules and a few house rules on top of core Fantasy 8th Edition. This page covers the highlights — the full pack has every detail, including army-specific comp and round-by-round deployment maps.

Full Player Pack

Every rule, mission, deployment map and army-specific restriction, in one PDF.

📄 View / Download PDF

Traffic Light Comp

Our own take on the classic Traffic Light system. Every list starts at a perfect +10 — no soft points. You get a free allowance of Red, Amber and Green choices from your army's comp or the generic restrictions; go beyond it and you can take one extra choice per category, at a cost.

Red

1 free choice, free.

+1 more allowed for a −5 penalty (score drops to 5).

Amber

2 free choices, free.

+1 more allowed for a −3 penalty (score drops to 7).

Green

3 free choices, free.

+1 more allowed for a −2 penalty (score drops to 8).

Penalties stack — max out every category and you're down to 0. Only one extra choice is allowed per category. If your comp score is equal to or higher than your opponent's, you choose your deployment side, get +1 to rolls for first turn, and earn one Thundercock Reroll (re-roll a single D6 once per game, declared before rolling).

Secret Missions

Chosen secretly after deployment sides are set, before anything else happens. Kept hidden until the end of the round, then handed in with your score sheet. Each mission can only be used once — there are 8 in total, and you'll attempt 5 across the weekend. Each completed mission is worth 3 tournament points.

Assassination

Remove your opponent's general as a casualty by the end of the game (the mount doesn't need to die too).

Breakthrough

End the game with at least one Scoring unit inside your opponent's deployment zone.

Expand & Conquer

Hold at least 2 table quarters with a Scoring unit each — only one of them may be in your own deployment half.

Hold Out

Finish the game with no enemy Scoring units inside your deployment zone.

Raise the Flag

Have a Scoring unit with Fortitude within 6" of the table centre at the end of the game.

Scorched Earth

Destroy or rout 3+ enemy Scoring units by game's end (units that rally don't count). Auto-completes if your opponent fields fewer than 3 Scoring units.

Shatter the Shield

Break your opponent's Fortitude while keeping your own intact.

Double Agent

Completes only if your opponent also completes their own secret mission that game. If you both pick Double Agent, neither counts.

Thundercock Giant

Every player may add a Warhammer Giant to their list for free, on top of their 2500pt submission — with a few changes from the book:

  • Free add-on to any 2500pt list — no points cost.
  • 5+ on a D6 at the start of each combat round lets you choose the attack result instead of rolling (applies to every giant you field, not just this one).
  • Toughness 6 instead of the book's 5 (also applies to every giant you field).
  • Awards 0 victory points if killed.
  • This is your entry for Best Painted Miniature — the only Best Painted prize at the event.

Standardised Terrain

All terrain is provided, and every table is set up to match a Terrain Map from the pack — with measurements — for that specific round.

Before rolling for sides or deployment, you and your opponent place the terrain together, following the map for the game you're playing. Everyone on a given round plays the same layout, and the layout changes round to round — even if you stay on the same table all weekend.

No mismatched terrain, no tables with seven woods, no layouts quietly shifting over lunch — just a fair, varied weekend for everyone.