TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  COMET BALL 
   
   
  DESIGNED AND MAPPED 
  BY 
  B DRONE GAMES 
   
  
   
  Hero Kids Supplement – Comet Ball 
  Creator’s Guild 
  Page 2 
   
   
   
  Hero Kids and Hero Forge Games 
  are trademarks of Justin Halliday 
   
  herokidsrpg.blogspot.com 
  heroforgegames.com 
   
  Hero Kids designed and written by Justin Halliday 
   
  Printing Authorization: 
  This PDF document may be printed for personal use. 
   
  This product was created under license. 
   
  This 
  work 
  contains 
  material 
  that 
  is 
  copyright  
  Justin Halliday. Such material is used with permission 
  under the Community Content Agreement for the Hero 
  Kids Creator’s Guild. 
   
  All other original material in this work is copyright 2019 
  by Brian Phongluangtham and published under the 
  Community Content Agreement for the Hero Kids 
  Creator’s Guild. 
   
   
   
  Comet Ball 
   
  Designed by Brian Phongluangtham 
   
  Mapped by Brian Phongluangtham 
   
  Art by Brian Phongluangtham 
   
  https://bdronegames.blogspot.com/ 
   
  Check out our other work on DriveThruRPG. 
   
  Version: 1.6 
   
  
   
  Hero Kids Supplement – Comet Ball 
  Creator’s Guild 
  Page 3 
  Comet Ball Rules
  Overview 
  Object of the Game - Shoot the ball into the opposing 
  team’s goal to score. The first team to score 3 goals wins 
  the match. 
   
  Teams - Comet Ball matches are between 2 opposing 
  teams consisting of 4 players each. Players should pick a 
  team color and color in their minis to match their team. 
   
  Hero Cards - Every player has a Hero Card that displays 
  their attribute dice pools, Special Action, Bonus Ability, 
  and position. Each of the 3 positions (Striker, Playmaker, 
  Linebacker) have their own unique strengths and 
  weaknesses. 
   
  Playing Field - Comet Ball is played on a rectangular 
  shaped field with rounded corners. Gray lines divide the 
  field into 3 zones, with each team having their own 
  defensive zone containing their goal. The area between 
  these is called the neutral zone. Obstacles are placed on the 
  field and players cannot move, shoot or pass over them.  
   
  Equipment - Players will wear a “cesta” on their dominant 
  arm. A cesta is a scoop-shaped glove used to pick-up, catch 
  and shoot the ball at a very high velocity. On the player’s 
  other arm, they wear a “mitt.” The mitt amplifies the 
  player’s arm strength and is used in tackling the ball 
  carrier and blocking shots while on defense. 
  Setup 
  Possession and Field - A player from each team will roll a 
  D6. The team with the highest result will start the game 
  with possession and get to choose which side of the field to 
  start in. In the event of a tie, reroll until a winner is chosen. 
  Once decided, the ball will start in front of the goal of the 
  team with possession. 
   
  Player Placement - The team with possession will place 
  their players on the field first followed by the team 
  without. Teams can place their players anywhere inside 
  their own defensive zone. After a goal is scored, the team 
  scored on takes possession and sets up just like the start of 
  game. 
  Game Play 
  Starting - At the start of the game, the team with 
  possession will go first. After all the team’s players have 
  taken their turn, the other team will have their players 
  take their turns. The teams will continue alternating in this 
  fashion until a goal is scored. 
   
  Player Turns - Every player gets 1 movement and 1 action 
  per turn in any order. A player can substitute their action 
  for an extra movement. 
   
  Movement - Each player can move up to 4 squares in any 
  direction (including diagonally). If the player is carrying 
  the ball, they can move only up to 3 squares per movement 
  turn. Players can move through teammates but not 
  opponents or obstacles.  
   
  Actions - An action can be one of the following and uses 
  the dice pool of the parenthesized attribute: tackle 
  (melee), shoot (ranged), pass (magic) or Special Action. 
  
   
  Hero Kids Supplement – Comet Ball 
  Creator’s Guild 
  Page 4 
  Comet Ball Player Cards 
  How to Use Player Cards 
  Comet Ball uses the Hero Kids’ Hero Card design. Not all aspects of the Hero Card are used in Comet Ball, but they are 
  still included on the card to use for regular Hero Kids play. See the below image for specifics on how the Hero Cards are 
  used in Comet Ball. 
   
   
   
   
   
  Melee – Tackling 
  Ranged – Shooting 
  Magic – Passing & 
  Intercepting Passes 
  Armor – Defending 
  Against Tackles & 
  Blocking Shots 
  Health Boxes –  
  Not used in Comet Ball 
  Normal Attack –  
  Not used in Comet Ball 
  Inventory & Skills – 
  Not used in Comet Ball 
  Special Action – 
  Character’s unique 
  “special move” action 
  Bonus Ability – 
  Passive ability unique 
  to the character 
  
   
  Hero Kids Supplement – Comet Ball 
  Creator’s Guild 
  Page 5 
  Comet Ball Player Actions 
  Offense 
  Shooting - A player can shoot the ball if they are within 6 
  squares of the opponent’s goal. Players can shoot over 
  teammates and opponents (see Shot Blocking), but not 
  obstacles. 
   
  The shooter will roll the number of dice from their Ranged 
  dice pool. They will be successful if their highest single die 
  result is greater than the distance to the goal in squares.  
   
  If their result is lower than the distance to the goal, the ball 
  will only travel the distance of the shooter’s highest die in 
  the direction of the goal. The ball will be loose and can be 
  picked up by any player from either team. 
   
  Passing - A player can pass the ball if they are within 6 
  squares of a teammate. They can pass over teammates and 
  opponents (see Interceptions), but not obstacles. 
   
  The passer will roll the number of dice from their Magic 
  dice pool. They will be successful if their highest single die 
  result is greater than the distance to their receiver in 
  squares.  
   
  If their result is lower than the distance to the receiver, the 
  ball will only travel the distance of the passer’s highest die 
  in the direction of the intended receiver. The ball will be 
  loose and can be picked up by any player from either team. 
   
  Loose Balls - A player can pick up a loose ball during their 
  movement turn if they land on or pass through a square 
  with a loose ball.  
  Defense 
  Tackling - Players can tackle the ball carrier if they are in 
  an adjacent square from them. Only the ball carrier is 
  allowed to be tackled. 
   
  The player attempting the tackle will roll the number of 
  dice from their Melee dice pool and the ball carrier will roll 
  the number of dice from their Armor dice pool.  
   
  The player with the highest single die result will 
  take/retain possession of the ball. The player with the 
  lower result will be knocked down and lose their next turn.  
   
  Shot Blocking - If a player is between a shooting opponent 
  and the goal, they can attempt a block. They will roll their 
  Armor dice pool. If their highest single die result is higher 
  than the shooter’s, they will block the shot and take 
  possession. In the event of a tie, the shooter wins. 
   
  Interceptions - If a player is between a passing opponent 
  and their receiver, they can attempt an interception. They 
  will roll their Magic dice pool. If their highest single die 
  result is higher than the passer’s, they will take possession 
  of the ball. In the event of a tie, the passer wins. 
   
  Advanced 
  Special Actions (Optional) - Players have unique special 
  actions detailed on their Hero Cards that can be performed 
  as the action for their turn. 
   
  Bonus Ability (Optional) - Players have unique abilities 
  detailed on their Hero Cards. Bonus Abilities are 
  considered “passive” and typically effect player actions 
  based on the situation. 
  
   
  Hero Kids Supplement – Comet Ball 
  Creator’s Guild 
  Page 6 
  Using Other Hero Cards 
  Using other Hero Kids Player 
  Characters in Comet Ball 
  Hero Cards from other Hero Kids games can be used as 
  players in Comet Ball with some adjustments.  
   
  • Give the hero 1 die for any attribute where they do 
  not have a dice pool. 
  • (Optional) Pick a Special Action and a Bonus 
  Ability from the list on the next page. 
  • (Optional) Create a unique Special Action and a 
  unique Bonus Ability.  
  • Note: The Health Boxes, Normal Attack, Inventory 
  and Skills are not used in Comet Ball. 
   
   
  Using Comet Ball Player Characters 
  in other Hero Kids Adventures 
  Comet Ball Hero Cards can be used in other Hero Kids 
  adventures with some adjustments.  
   
  • Remove the dice pools from the hero’s 2 weakest 
  attack attributes. 
  • (Optional) Create a unique Special Action and a 
  unique Bonus Ability for normal Hero Kids play. 
   
   
   
  
   
  Hero Kids Supplement – Comet Ball 
  Creator’s Guild 
  Page 7 
  Special Actions   
   Bonus Abilities
  Melee Special Actions 
  • Slide Tackle - Attempt to tackle a target 2 squares 
  away using 1 less melee die. 
  • Break Out - Attempt to tackle using 1 less melee 
  die. Will get to move 2 squares after the tackle if 
  successful. 
  • Block Pass - Attempt to block a shot using 1 less 
  armor die. If successful, the ball can go to any 
  teammate 6 squares or less away. 
  Ranged Special Actions 
  • Picada - Shoot around an opponent using 1 less 
  ranged die. The opponent will not be able to 
  attempt a shot block. 
  • Put Back - Can re-roll a failed shot attempt using 1 
  less die. Must forfeit their action on the next turn if 
  2nd shot attempt is unsuccessful. 
  • From Downtown - Shoot up to 8 squares away. 
  Rolls that sum to 10 or above will succeed. Failed 
  attempts will travel the distance of the lowest die 
  result. 
  Magic Special Actions 
  • Lob Pass - Pass over an opponent using 1 less 
  magic die. The opponent will not be able to 
  attempt an interception. 
  • Hail Mary - Pass to a teammate up to 8 squares 
  away. Rolls that sum to 10 or above will succeed. 
  Failed attempts will travel the distance of the 
  lowest die result. 
  Bonus Ability List 
  • Posterize - Gets 1 additional ranged die when 
  shooting against a shot blocker. 
  • Turnover - Gets 1 additional melee die when 
  attempting to tackle inside the neutral zone. 
  • High Flyer - Gets 1 additional magic die when 
  attempting to intercept a pass inside the neutral 
  zone. 
  • Enforcer - Gets 1 additional melee die when trying 
  to tackle a Linebacker. 
  • Outlet - Gets 1 additional magic die when passing 
  from inside own team’s defensive zone. 
  • Wiry - Gets 1 additional armor die when a Striker 
  is attempting to tackle them. 
  • Power Forward - Gets 1 additional armor die 
  when defending against tackles while in the 
  opponent’s defensive zone. 
  • Mutombo - Gets 1 additional armor die when 
  trying to block a shot. 
   
  Don’t Forget… 
  • If a player is carrying the ball, a movement turn is 
  up to 3 squares (instead of 4). 
  • Players can substitute their action for a 2nd 
  movement turn. 
  • Only the ball carrier can be tackled. 
  • Tackled players lose their next turn. 
  • Players cannot move, shoot or pass over obstacles. 
  
   
    
  
   
    
   
  
   
   
   
  
   
   
   
   
   
  
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
   
  
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Hero Kids/Hero Kids Creators Guild - Comet Ball v1.6.pdf