...Not if you've got ICEwater running through your veins. That's right, the gimmick of this little dealio is ICE-powered bots. It's also been a good long time (Reckoning: Extinction) since we've had a completed Swiss tournament. That's mostly because they're really tough to manage. Well, this is one, and to make it easier to deal with, we're capping the field at ten. It's pretty niche anyways so, while it's first come first serve in terms of reservations, I doubt we'll have anyone left out. In the event of overbooking, there will be a waiting list. If we reach twelve entries, the field will be expanded. Twelve, however is a hard cap.
So, why ICE?
This is why.
1) There will be eight ten twelve entries in the everyweight class, which will be treated as the oft-neglected superheavyweight.
2) All entries will be required to use ICE (Internal Combustion Engines) to power either their drivetrains, their weapons, or both.
3) The group stage will consist of Swiss format rounds, with the top six finishers advancing to a single elimination playoffs. The top two seeds will receive byes, while the third seed will receive the hammer. This means that it'll have the privilege of being allowed to pick which of the other three machines it'd prefer to face in the first round. The two winners will advance to meet the top seeds, and the hammer will then be passed to the first seed.
4) REDDIT Rules with the shell spinner, crusher, shock damage, and other Thunder Underground modifications will be in effect. Clutch-powered secondary weapons will receive half of the main weapon's power. However, they will have the option to increase their power by adding points to the clutch mechanism. They will gain two points for every point invested in the clutch. However, a secondary weapon's power may not exceed that of the primary weapon.
5) I'll be writing two of the matches each week since there are only six, after all. Shaba117, Madman, Rocket, and HFL have joined the writing team, and if anyone else wants to take a fight, one more writer wouldn't hurt. Just remember that we need to be a bit timely because this is Swiss.
6) The list of entries is as follows:
- Death's Head Sarsaparilla - The Monsterworks (The Monsterworks)
- Taranis - Team British Robotics (British-Robotics)
- Shellshock - Square Go Robotics (NoiseyGiraffe)
- Steelhead - Team Trihunter (Trihunter)
- Labrys - Team Worst Swordsman (Rocket)
- Screamroller - Aquatic Robotics (attackfrog)
- Hovercrap - Team Design Flaw (YSMQTHYLTH)
- IMMA SCATMAN - End of the Line LLC. (V900)
- The HMS Bucolic - Angry Goat Robotics (The_Angry_Goat)
- Maurdread - Team Obscure (Mystic2000)
- Detroit Iron - Tartarus Robotics Group (Madman)
- Chernabog - Team Instant Regret (HoorayForLexan)
7) ICEcrown will be held at The Noir (thanks to Laz for designing this thing). Further arena details to be released later.
The Noir by FloatingCastleRobotics on Sketchfab
So, how does this arena work? It's your standard, 50 ft x 50 ft lexan-enclosed box. There is a two foot high wall at the base of the lexan, and immediately behind each bot is an OOTA zone. All of the black floor panels are backlit from beneath, with light shining up through the seams. In the middle of the arena is a small hump with the ARC logo. It is not a damaging hazard and will retract to be flush with the floor after thirty seconds have passed. In the corners are this arena's featured hazards: the Fatales. These are four slightly recessed floor spinners, lit up by strips of white LEDs. Once the match begins, each of the hazards' damage will scale up whenever they are driven over in the manner outlined below:
- White: the first time that a hazard is driven over, it will spin slowly, dealing no damage. Following that contact, it will turn green.
- Green: the second time that a hazard is driven over, it will spin at moderate RPM, dealing only one point of damage. Following that contact, it will turn yellow.
- Yellow: the third time that a hazard is driven over, it will spin somewhat quickly, dealing two points of damage. Following that contact, it will turn orange.
- Orange: the fourth time that a hazard is driven over, it will spin at high RPM, dealing three points of damage and potentially destroying wheels. Following that contact, it will turn red.
- Red: the fifth time that a hazard is driven over, it will be spinning at a vicious speed and will deal four points of damage, destroying wheels and damaging body panels. Following that contact, it will turn white and will not spin any faster for the remainder of the fight.
Have some Theme Music!
And some more theme music!