The Cherry Bomb Classic IV: Signups

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Re: The Cherry Bomb Classic IV

Post by Rinzler » Wed Dec 11, 2019 7:27 pm

FW: Wasp 2

Speed brick with articulated wedge/lifter or 2 different hinged wedges

Lifter Config:


Brick Configs:



9/7/3/0/11(+2 Wedge)

LW: Golden MADD 2

The posterchild of this clusterfuck. Omni shell with 2 options depending on how much bite I want


HW: FusterCluck

Vertical spinner with clutch powered flipper. Can self right by firing the flipper.

Normal Config:



6/4/1/6/13(+4 wedge)


6/4/1/8/11(+2 wedge)

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Last edited by Rinzler on Sat Jan 18, 2020 10:57 pm, edited 11 times in total.

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Re: The Cherry Bomb Classic IV

Post by Hooray For Lexan » Wed Dec 11, 2019 8:09 pm

Hard Reserving Featherweight, Middleweight, and Heavyweight.

Soft Reserving Lightweight.



Speed: 7
Traction: 7
Torque: 2
Weapon: 4
Armor: 10 (+2 front wedge or shock-mounted top covers)

Ori is a fast 2wd bot with a four-bar flipper that can toss an opponent up to 4 ft in the air. The flipper is powered by a gas spring, which is retracted by a winch and held in place by a catch that is released to fire it. This lets the flipper fire as often as the winch can keep up with without bulky pneumatic tanks, and with no valves or hoses bottlenecking the gas flow it can deliver the energy of the compressed gas very efficiently with minimal friction losses. The disadvantage is that it takes about three seconds to retract.

The flipper delivers a big enough kick to self-right, and Ori can also drive upside-down in all configurations except the anti-hammer one.

Configs are as follows:

* Spatula Config: has an extended flipping spatula.
* Forks: No spatula on the arm but long static forks to get under opponents' forks.
* Anti-Spinner: short spatula on the arm, and UHMW armor blocks to make sure horizontal spinners don't have anything to grab onto.
* Anti-Hammer: Shock-mounted top armor panels covering the most vulnerable components. This config is not invertible but can still self-right.

Flipper Range of Motion (shown without any of the configurable spatula or armor options)

Middleweight: Skoll


False Edge Blade
Symmetrical Blade
Speed: 4
Traction: 2
Torque: 1
Weapon: 16
Armor: 7

False Edge Config:
Weapon: 15
Armor: 8 (+1 weapon)

Skoll is back, now rebuilt as an undercutter. The 30" long, 37 lb scythe-shaped bar spins at about 2700 rpm, storing around 35 kJ of energy. The design is asymmetric, but it's a "1.5-toothed" shape where at higher closing speeds the counterweight side starts coming into play. And if the back side doesn't bit much and glances then the scythe tooth will come around and hit HARD.

Blade is 5/8" off the ground upright, 3-1/2" to 4-1/2" off the ground (depending on approach angle because it's not perfectly level) when inverted. Spin direction can be reversed by turning the blade over.

Two alternate blades are also available, with basically the same diameter. The False Edge Blade is also a "1.5-toothed" blade, but it uses a thicker shape for maximum durability against high-powered weapons. The main side is also longer compared to the counterweight side (3" longer vs. 1.5" longer for the normal scythe) and has less exposed perimeter at large radii, making it harder for vertical spinners to uppercut. However it has a lower Moment of Inertia due to the weight distribution and doesn't store as much energy. The Symmetrical Blade is just that: symmetrical. Its weight and moment of inertia are almost identical to the scythe, but with two teeth. Both of these blades are reversible mid-fight for matches where spin direction is important.

Skoll's drivetrain uses brushless motors and P80 gearboxes, and has about a 9 mph top speed. The wheels are molded silicone compliant wheels; these aren't meant to take direct spinner hits but the springiness will help avoid damaging the axles or gearboxes when hitting the floor or wall hard, which is a risk as horizontals like to throw themselves around. The wheel diameter and position means a drive wheel will touch the ground at any angle of sideways or backwards tilt.

Heavyweight: Defenestrator


Speed: 7
Traction: 6
Torque: 2
Weapon: 4 (Snake-style clamp/lifter OR just a lifter)
Armor: 11 (+1 bonused area)

Clamp Config: Wedgelet pontoons and the lifting forks (up to the clamp axle) receive armor bonus.
Lifter with Plow Config: Plow receives armor bonus.
Lifter with Wedgelets and Shock-Mounted Top Plate: Anti-Hammer top plate receives armor bonus, wedgelets do NOT.

Back Throw kills at 0%!

Defenestrator is a clampbot with a long arm and a long range of motion, designed for high-altitude suplexes which can send an opponent over some arena walls. Like Dagu Snake the main lift sprocket isn't actually directly connected to the arm, and instead drives the clamp arm in the opposite direction until it's stopped by either an opponent or the lower "jaw," at which point it "jams" and the entire arm lifts upward. However, Defenestrator uses a pair of leaf chains (what Beta uses for its "snail drive") instead of gears, letting the lift and clamp axles be mounted farther apart. The gear ratio is 1:1 but because of how much shorter the clamp arm is, it clamps down with over 500 lbf when lifting a 220 lb opponent. The arm has a 180 degree range of motion, and when rapidly reversing it the opponent's momentum can backdrive the clamp open for a rapid back throw.

The arm can also self-right the bot. Note that when bringing it back over, initially the clamp opens all the way, pushing the arm up a little bit.

The clamp arm is HEAVY! It's over 1/4 of Defenestrator's weight. However, this can be swapped out for a much lighter arm without the clamp part - it does have hooks on the top to help grapple opponents, though. This arm can be safely put on the floor behind the bot without affecting traction, keeping it out of reach of opponents' weaponry. Using the lightweight arm frees up enough weight for a big front plow to deal with horizontal spinners. Both the plow and the wedgelets are hinged, with a small range of motion and shock mounts to give their up and down motion some compliance. Alternately the lightweight arm can be used with lightweight wedgelets and a shock-mounted, 1/4" thick steel top plate so hammers can die in hell.

Yes, both the plow and the shock-mounted top plate are under 1/3 of the area.


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Re: The Cherry Bomb Classic IV

Post by GF93 » Wed Dec 11, 2019 8:27 pm

GF93 gets in and underneath!

FW: Taipan (colour version showing anti-overhead panels coming soon)
The lighter and smaller (but no less ferocious) counterpart to long-time ICR SHW Black Mamba, Taipan slithers in to put the bite on its featherweight rivals. Low, fast, heavily-armoured, and equipped with a powerful 180+ degree lifting arm designed to grapple and throw opponents, it's predominantly designed to keep spinners under control with plenty of protection (while still being nimble enough to keep up with fast bots), slam them around, and potentially even chuck them over the wall. And with adaptable armour choices for front or top protection and the ability to run inverted or self-right practically immediately, it's a tough one to kill. Better hope you've brought your anti-venom...

Speed: 7
Traction: 5
Torque: 3
Weapon: 5 (Electric Lifting Arm with static Grappling Fangs)
Armour: 10 (+2 to front scoops, OR anti-overhead panels)

Notes: Can both run inverted and self-right using the lifting arm in either format. The arm can press down and have the scoops move with it, but they are on limiters to stop them folding up on top or underneath. Named and themed after the Coastal Taipan, the other snake besides the Black Mamba to be ranked as "extremely dangerous" among all snakes.

LW: TSA 2.1 (colour version coming soon)
Having been dug out of a garden shed somewhere in darkest Lincolnshire for the first time in just under seven years, The Servant's Assistant 2 returns to the ring for its next shot at glory! Almost completely rebuilt since its last appearance in Crazy Bots Blazing Ruin under Lian and Team D.E.A.D. (then Team Ectogasm), it now has an improved drivetrain with new protruding rear wheels to more easily escape being wedged under, much tougher and more versatile armour plating (complete with the original builder's beloved hinge-skirts along the bottom of the front!) that can allow for either heavily-reinforced angled front corners or a shock-absorbing anti-overhead setup, and a generally sleeker and lower profile so it hugs the ground well.

The biggest change however, is in the weapon: going from a low pressure rear-hinged flipper to a high-pressure four-bar one to really send some robots flying. From the forgotten graves and the rusting scrap of ARC long past, he rises again... reborn, and roaring for revenge!

Speed: 7
Traction: 6
Torque: 2
Weapon: 5 (Four-Bar Pneumatic Flipper with removable wedge tip: armour bonus to front only)
Armour: 10 (+2 armour bonus to front corner wedges OR anti-overhead plate)

Notes: Can self-right effectively using the flipper. The wedge tip is removable for additional durability against heavy-hitting spinners, and the top can accommodate an optional anti-overhead plate that does not impede how the flipper works. Hinged wedges are on limiters to stop them folding up problematically either above or below.

MW: Paradox (colour version coming soon)
A bizarre mishmash of cogwheels, springs and polished metal, this clockwork killing machine has found the time to fight on ARC! Armed with a double vertical spinner (with single-toothed blades designed to look like cogs) and a pair of double-sided lifting arms resembling the hands of a clock, it runs on treads (for maximum cool points) and is both versatile and powerful with its unpredictable weaponry and array of defensive tools, including reversible forked wedges, Chobham-style armour on the sides of the treads to minimise the risk of them breaking, and the ability to lift its own weight and easily climb obstacles to get out of danger. Beware, for your time may very well be up...

Speed: 5
Traction: 4
Torque: 2
Weapon: 10 (Twin vertical spinning discs and lifting arms)
Armour: 9 (+1 to tracks)

Notes: Is fully invertible. Lifting Arms can be tethered together with a steel bar if necessary (ala Yeti) to more effectively fight overhead weapons, and can effectively push and lift its own weight. Front fork wedges are interchangeable for larger angled plates for better spinner protection, and both setups are completely reversible, but on hinges to stop them folding underneath the bot.

HW: Dreadnought Mk.4 (Solid/Sawtooth wedge pics coming soon)

The several-time heavyweight runner-up and stalwart front-hinged flipper of Ice Cubed Robotics returns for another bite of the cherry! It's now been modified to include a new "sawtooth" wedge setup for more effectively fighting other flippers (Black Diamond, beware!), and compatibility with a new stat setup built around both speed and defence: sacrificing some of the flipper's power for even tougher ARMOX plating designed to shrug off even the most destructive spinners.

Of course, he still maintains everything that's made him as much of a competitor for many years as before: sleek, agile, powerful, and packing the infamous front-hinge flipper that's sunk countless victims. Don't go tangling with this one unless you're prepared to hit the mat outside of the arena!

STANDARD (Assume this as the default, unless otherwise stated)
Speed: 7
Traction: 6
Torque: 3
Weapon: 3 (Front-Hinged Pneumatic Flipper running on low pressure, interchangeable wedge tips between solid/sawtooth/hinged configurations)
Armour: 11

Speed: 7
Traction: 6
Torque: 3
Weapon: 1 (Same as above, just with a less powerful flipper in return for considerably stronger armour plating)
Armour: 13 (+2 from weapon to the front end, including angled plates and lower end of the flipper)

Notes: Can quickly self-right with the flipper in either setup. Hinged wedgelets are limited to moving 5-10 degrees downward to stop them folding up underneath the front, and are optional -- capable of being swapped for a solid version of the front wedge also made of Armox, or a row of small spiked wedge teeth along the front for fighting other wedges.
Is named after H.M.S. Dreadnought (S101), the United Kingdom's first nuclear-powered submarine. The robot bears the vessel's badge on its flipper (as well as the flag of Lincolnshire) as a reference to this.

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Last edited by GF93 on Sat Jan 18, 2020 9:50 pm, edited 9 times in total.

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Re: The Cherry Bomb Classic IV

Post by Killjoy » Wed Dec 11, 2019 10:20 pm

Killjoy Syndicate

FW (hard reserve): CIRCUITZ

Same bot as in Thunderground, which sadly is kill. Still a really, really flat fastboi that's designed to just dodge other bots' weapons and flip them OOTA. The spikes are optional. The front wedge is hinged, and there's a long spatula in the linked album. All the wedges are hinged because they literally have hinges on them. Wedge teeth can be taken off, hinged, or bolted on. Weapon armour covers the whole front wedge of the bot.

10 speed / 8 traction / 4 torque / 5 weapon / 3 armour

Circuitz by Floating Castle Robotics on Sketchfab

MW (hard reserve): Momma Bear

You know and hate it by now. The former Reckoning champion is back because reasons. This year, there's the option to run a third cub, Mackenzie, instead of Momma, for matches where the enemy bot doesn't have a damage-dealing weapon. There are wedge teeth that can be attached too.

Momma: 4 speed /2 traction /1 torque /0 weapon /13 armour

Santi & Ella-Louise: 8 speed /7 traction /1 torque /2 weapon /2 armour

Mackenzie: 8 speed / 7 traction / 2 torque / 0 weapon / 3 armour

Momma Bear II by Floating Castle Robotics on Sketchfab

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Last edited by Killjoy on Sun Jan 19, 2020 2:57 pm, edited 2 times in total.

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Re: The Cherry Bomb Classic IV

Post by Nighthawk87 » Thu Dec 12, 2019 3:28 pm

Hard reserving a spot for the heavyweight division.

Long Arm of the Law's back and better than ever! I took a good look at him and picked apart what was right and what was wrong with the original design. Still the same tanky armor on treads, but it's now a little faster at the expense of less pushing power and a slightly slower weapon. With this new build I'm hoping to make it further than last year!

Speed: 7 Traction: 5 Torque: 3 Weapon: 3 Armor: 12


Front view of above

Anti-Vertical Forks

Anti-Spinner Plow

Front view of the plow

Rear view

Long Arm of the Law: Entry is Approved
Last edited by Nighthawk87 on Sun Jan 12, 2020 6:09 pm, edited 3 times in total.
Nighthawk Robotics

Tick Tock 2-4

Cherry Bomb Classic 3
Jawsome 1-5
Long Arm of the Law 4-3

Sherman 3-2

Cherry Bomb Classic 4
Long Arm of the Law 2-3

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Re: The Cherry Bomb Classic IV

Post by Billy5545 » Thu Dec 12, 2019 5:27 pm

Hard reserving FW and LW

FW: Angry Bird: Seed Killer Gen II
SK-1.png (139.91 KiB) Viewed 4297 times
Seed Killer is a TerrorHurtz/beta style hammerbot. It has a hard hitting weapon, as well as hinged wedgelets that are hinged up to 60 degrees. They can also be removed alongside the hinges for certain fights. In addition, the whole weapon, including spike and shaft, can be swapped with a similar, but lighter one in favor of a stronger front plate in the anti-HS config. The E-Tek driving the axe will also be replaced with a similar size and shape, but lighter weapon motor in that config too.

4/2/1/14/9 (Normal)
4/2/1/12/11 (+2 front plate including the angled part of it) (Anti HS)

LW: Eagle's Hawk
Eagles_Hawk-3.png (467.16 KiB) Viewed 4297 times
Eagle's Hawk is a vertical disc spinner. Aside from the usual stuffs and the fact that the disc is driven two brushless motors, it has two hinged wedgelets that are hinged 60 degrees and can be removed for certain matches too. For the anti-HS, the disc can also be swapped with a similar one, but made from different material that is lighter, as well as running weaker motors

5/3/1/13/7 (Normal)
5/3/1/11/10 (+3 wedge and front protrusions) (Anti HS)

Angry Bird: Seed Killer Gen II: Entry is Approved
Eagle's Hawk: Entry is Approved. However, one of your configurations has 29 points.
Last edited by Billy5545 on Sun Jan 12, 2020 8:56 pm, edited 7 times in total.

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Re: The Cherry Bomb Classic IV

Post by MinoTARD » Fri Dec 13, 2019 11:50 am

Team Goober
Lw- Diamond Head
1D405E1C-9243-49E0-915E-50CCDDFD8F93.jpeg (82.58 KiB) Viewed 4288 times
5 speed
3 traction
1 torque
15 weapon
6 armor
Hw- Mass Destruction
12C9AB18-D7A1-43FD-A917-48425F341059.jpeg (44.07 KiB) Viewed 4361 times
6 speed
4 traction
1 torque
14 weapon
5 armor

Diamond Head: Entry is Approved
Mass Destruction: Entry is Approved
Last edited by MinoTARD on Mon Jan 13, 2020 10:56 am, edited 3 times in total.

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Re: The Cherry Bomb Classic IV

Post by Wolf51-50 » Fri Dec 13, 2019 3:41 pm


FW: NRG II (soft)

2WD HUGE clone with bendable wheels and supports at the back
Speed: 3 Traction: 1 Torque: 1 Weapon: 13 Armor: 12

LW: 25 or 6 to 4

Waiting for the break of day
Searching for something to say
Dancing lights againnst the sky
Giving up I close my eyes
Sitting cross-legged on the floor
25 or 6 to 4

Kiwi drive ring spinner with a clutch flipper in the front. The teeth can either be static or hinged flails. When flipped, the body is shaped in such a way in order to get enough power to self right. Btw: to shorten the name you must call it either 25. If no that, you must call it 6 to 4

Speed: 5 Traction: 3 Torque: 1 Weapon: 14(7 for the flipper) Armor: 7

MW: Diablo Genesis III (hard)



Time for the former champ to retain his title! 2WD clamp with a flipper or lifter option. Let me explain this AGAIN :V :in the flipper config, the jaw uses a burst of electrical energy from the motors to fire upward and a set of pins will lock it in the open position until a second button on the controller manually closes it with a smaller and slower amount of energy, activating the clamp. The lifter config works the same as any old lifter. Front wedge options include a normal semi shallow wedge or a big beefy ABR. Forks shown are optional for either wedge. Dustpan has a "clamp line" to make it easier to know where and when to clamp along with removable wedgelet tooths

Speed: 7 Traction: 6 Torque: 4 Weapon: 3 Armor: 10(+3 front)

HW: Outrage 3 (hard)

E N O R M O U S 4WD Steveout undercutter. Has reinforced bars in between the wheelpods and weapon sections to prevent hairy scary spaghetti bot disease. Blade thickness is similar to Icewave. Is invertible and works as more of a overhead/overcutter when flipped.

Speed: 3 Traction: 2 Torque: 1 Weapon: 16 Armor: 8

NRG II: Entry is Approved
25 of 6 to 4: Entry no Approved. If the magnets are powered and can be turned on and off, they need a point. TBH, I don't think they're necessary with the wedge rule chances.
Diablo Genesis III: Entry is Approved
Outrage 3: Entry is Approved
Last edited by Wolf51-50 on Tue Jan 14, 2020 2:32 pm, edited 11 times in total.

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Re: The Cherry Bomb Classic IV

Post by British-Robotics » Fri Dec 13, 2019 6:31 pm

Sign ups are a go go!

FW - Irritant

A design that has not been in battle since 2014, heck he still has that silly ariel prop which is useless from the back so this does not affect the robot's mobility, so now it's there for show, whilst the innards of the robot has been modernized. And the armour is strengthed slightly. slight more power on the weapon too.

Irritant's armor is designed to try and handle spinners and make opponent struggle to get underneath him. The weapon itself is a flipper, He has a "stopper" on top of the weapon to prevent being driven over, it also can be use to assist the robot when self righting.

Speed: 8
Traction: 7
Torque: 2
Weapon: 2
Armour: 11



LW - Fork Factor




Speed: 7 Traction: 6 Torque: 3 Weapon 3 (Forks Up: 3 Forks Down: 3) Armour: 11 (Forks & Frontal Wedges +2)

Fork Factor has a Sewer Snake style weapon that is chain driven so it should operate, the locomotion is operated with Mecanum wheels. He is also the first Mecanum powered bot in the team.

MW - V-Trigger



Speed: 5 Traction: 3 Torque: 1 Weapon: 14 Armour: 7

V-Trigger is a Vertical spinner, it is 2WD and has a static wedge plate at the front to help it get under. The back of the robot has the wheels slightly exposed to prevent it from being beached upright.

u]HW - Wallop[/u]


Speed: 5 Traction: 4 Torque 1: Weapon: 13 (Vertical Disc 12/ Arm 1) Armour: 7

Wallop is a 4WD vertical spinner, it also has an arm which works as a separate weapon, the arm can act as a pinner or to help the bot self right if upside down or onto the side. the front wedgelets have angle limiters and are hinged which helps the bot get underneath the opponents bot and hope to create some damage or "pop shots".

Fork Factor: Entry is Approved. However, you may want to be careful about the positioning and direction of your front mecanum wheels.
V-Trigger: Entry is Approved
Wallop: Entry is Approved
Last edited by British-Robotics on Wed Jan 15, 2020 7:50 pm, edited 7 times in total.

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Re: The Cherry Bomb Classic IV

Post by patrickrowberry » Sat Dec 14, 2019 6:02 am

fw: gabrial (axe)…………. hard reserve

how my axe works? "by using a clutch powered system I can fire my axe using a clutch system connected to a drive motor to spin the entire body as a sort of hammer so I have independent drive to weapon to each other"


speed 6
traction 4
toque 1
weapon 14
armour 5 (+ 2 to weapon)

lw; wheelosaurous (over head saw bot) ....................... hard reserve

speed 6
traction 4
toque 1
weapon 12
armour 7 (+ 2 to wedge )


mw; Lilly frog and jack hammer (cluster flipper and axe ) hard reserve

frog is flipper (left), jack is hammer (right)


lillyfrog (180 rear hindged flipper, 2 wheel drive exposed wheels )

speed 8
traction 6
torque 3
weapon 5
armour 2

jack hammer (3 wheel drive hammer 2 at the font wheels and 3rd wheel is a caster wheel to help point the robot)

speed 3
traction 1
torque 1
weapon 14
armour 5 (+ 2 to weapon)

hw: pink wedge 2020 (over head grab axe style bot think overkill) hard reserve



speed 8
traction 8
tourque 2
weapon 2
armour 10 (+2 to wedge)

Gabrial: Entry is approved. However, you may want to read up on how thwacks function in ARC
Wheelosaurous: Entry is approved
Lillyfrog and Jack Hammer: Entry not approved. Each part of the cluster should have 24 points.
Pink Wedge 2020: Entry is approved
Last edited by patrickrowberry on Sat Jan 18, 2020 2:15 pm, edited 8 times in total.

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Re: The Cherry Bomb Classic IV

Post by Hoppin » Mon Dec 30, 2019 12:09 pm

Lightweight: Voltaic
Voltaic Render.png
Voltaic Render.png (261.98 KiB) Viewed 4400 times

Voltaic: Entry is Approved

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The Monsterworks
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Re: The Cherry Bomb Classic IV

Post by The Monsterworks » Thu Jan 16, 2020 12:45 am

On behalf of Team Worst Swordsman:



2WD speed wedge





4WD undercutting shell with added flails.



6/4/3/7/10 (+2 lifter)

4WD turret lifter


EDIT: On behalf of Team Worst Swordsman, edited in the album of alternate wedge options.


Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
Abyss... ROBOTS 3 (MW)

The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!

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Team: Aquatic Robotics

Re: The Cherry Bomb Classic IV

Post by attackfrog » Sun Jan 19, 2020 3:54 pm

The Dream Team
We didn't have enough robots so you're graced with these monstrosities!

Featherweight: Mimi-Chan: Revengence

Speed: 26
Everything else: 1

Middleweight: Nick Cage

Please follow the link before continuing reading
Renders but its a sketchfab model
  • Speed: 4
  • Traction: 3
  • Torque: 3
  • Weapon: 6(5 Flamethrowers / 1 Spring-loaded cage™ mechanism)
  • Armor: 14
And now for a description.
It has swerve drive, all 4 wheel pods can rotate 360° independently. The wheels have hub motors.
The mechanism that moves the cage™ is spring loaded so it can come down at high speed at the cost of being slow to move up again.
All the flamethrowers are connected to the same system.
All four sides of the inside of the cage™ have flat hinged wedges to make it harder to escape out, the hinges only have a few degrees of movement to avoid any problems.
And yes this thing is massive, remember that Abserd (the green bot in the animation) is a heavyweight.

Middleweight: Here Comes The Sun

3 Speed / 1 Traction / 1 Torque / 15 Weapon / 12 Armor
Sketchfab Render

They said it couldn’t be done. They said it shouldn’t be done. They were right about the second part.

Here Comes The Sun is the mythical “vertical rammer” come to terrible, unnatural life. A combat robot without any wheels, tracks, or legs, its spherical surface is covered instead in metal spikes and pneumatic pistons. These pistons have two firing modes: the first is a low-powered, short-travel mode that can be used to roll the robot around by firing the pistons underneath and on the other side of the direction desired. The second is a high power mode that launches the entire robot into the air, so that it can come crashing down, spikes-first, on its bewildered opponent. (All the pistons retract while HCTS is airborne.)

You might say I'm a dream teamer, but I'm not the only one. Little darling, it seems like it's been years since I came up with this stupid concept. Here Comes The Sun, and I say, it’s all right (maybe.)

Frogbot 2000: ROBOT2 Middleweight Champion!
Speed Bison: Ruination IV Superheavyweight 2nd Place

[attackfrog on Sketchfab] | [attackfrog on Tinkercad] | [Index of Visual Guides] | [Imagefrog Image Host]

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Team: Team Blood Gulch

Re: The Cherry Bomb Classic IV: Signups

Post by NWOWWE » Sat Feb 22, 2020 7:01 pm

Team Blood Gulch

FW: The Grand Vizier

Invertable 2WD drum.

Speed: 6
Traction: 4
Torque: 1
Weapon: 12
Armor: 7

The Grand Vizier by Floating Castle Robotics on Sketchfab

LW: Dr. Robotnik

Invertable 2WD disc undercutter. Can function as an overcutter when inverted.

Speed: 5
Traction: 3
Torque: 1
Weapon: 14
Armor: 7

Dr Robotnik: Big Arm by Floating Castle Robotics on Sketchfab
Area51Escapee,Jan 30 2011 wrote:
Spatula,Jan 29 2011 wrote: I should go 3-1 this week but it'll probably be something like 0-4 or 0-5.
It sucks going 0-5. You lose all 4 of your bot fights for the week and you also lose at life.