Robot Attack Signups

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Siphai
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Joined: Wed Dec 31, 1969 7:00 pm

Robot Attack Signups

Post by Siphai » Thu Apr 28, 2011 5:44 pm

ARC RULES AND REGULATIONS


Are you a fan of Battlebots? Maybe Robot Wars? Did you ever want to know what it's like? Well, here's your chance in our exclusive robot style RPG's! All you need to do is three simple steps to join up.

1. Create your own bots in some sort of CAD program. In can be anything from Rhinoceros 3D Modeling to mspaint. Basically, you just need a picture of what your bot looks like. If you don't know how to draw or do CAD, you can always ask someone to do it for you on the CAD Request thread in our forums.

Note: If entering a 2D bot drawing (not a 3D render), it must either be shown in perspective or from at least 2 angles.

2. Enter stats for your bots (see below for stat system).

3. Role play with your bot on a weekly basis. All this means is you have to see who your opponent is for that week, and write up a strategy against them in the Role Playing Board section of the forum. Don't worry, your role play doesn't have to be very detailed. Short and simple works, too. However, detail doesn't hurt, so if you want to really go all out in your strategy, you go for it.


SIGN-UP INFORMATION

- Everyone enters at least one (1) bot, and a maximum of two (2) robots. The following weight classes will be Lightweight and Heavyweight. Sign up using the stat system detailed below.

- The battles will take place in a Single Elimination bracket.

- No double entering the competition (that means no smurf accounts or anything like that).

- Eight (8) Competitors per weight class is the maximum!


ROLE PLAY RULES

In these leagues, we have always made it a priority to focus on both aspects of robotic combat: the design and the driver. A good driver with a poor design can beat a bad driver with a good design. This is why it is important to know the proper way to strategize and win a battle against a formidable opponent. First let

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NFX
Posts: 4061
Joined: Wed Dec 31, 1969 7:00 pm
Location: Scotland somewhere

Robot Attack Signups

Post by NFX » Thu Apr 28, 2011 6:03 pm

Team Mongoose. All up good all up innit yo.

Lightweight

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Speed: 15
Traction: N/A
Weapon: 0
Armour: 7

Ludicrously fast three-wheeled Omnidrive thwackbot featuring shock-mounted internals, full invertibility, and...that's about it, really. Red arm indicates the forward direction.

Heavyweight

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Speed: 6
Traction: 4 (+1)
Weapon: 6
Armour: 6 (+1 Plow Offset)

Golden 6WD machine with an electric Speed Axe, dual Lifting Arms that operate as one, hinged wedges either side to prevent flanking, and a plow on the back mounted on rubber bushings to deflect spinner attacks. Can self-right by using either the arms, axe, or sometimes both. Hinged wedges can be removed if deemed necessary, but they stay on for most fights.
Team Mongoose (358-215)
"The Colour of Awesome"

Braveheart / Crash Blossom / Depth Charge / Broken Ghost / Murder Death Unit / Agent X

RoBattle
Override - Heats: 19 pts / Finals: 3 pts
MiDAS - Heats: 19 pts / Finals: 0 pts

it was a gigantic masturbation of polygons :v - That Kode Guy

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That Kode Guy
Posts: 9125
Joined: Wed Dec 31, 1969 7:00 pm
Location: Canada
Team: Dissonance-Tek

Robot Attack Signups

Post by That Kode Guy » Thu Apr 28, 2011 6:10 pm

Team Zlayerz

LW: Scarab

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Speed: 3 (2) [loses speed for having tracks]
Armour: 5 (6) [given one of three bonus points]
Weapon: 13
Traction: 1 (4) [gains traction for having tracks; given two of three bonus points]

Scarab returns from Reckoning to fight again! Angled tracked machine providing quite a bit of pushing power for a spinning machine, and the wide base in-between the track pods provides massive stability and maneouvrability. This helps the returning egg-beater, much more powerful than before, keep in check. Said beater now has a spiked axle making it difficult to grab. Scarab is also much better armoured too. The panel on top tips over (quickly) and is NOT used as a weapon, only for self-righting. Very small front wedges that flank the beater (thanks to Dylan ;) ) complete the stability package. He's looking to go better than two wins this time.
----
HW: Super Gore

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Speed: 4 (+1 for bonus point, -1 for having tracks)
Armour: 7
Weapon: 6
Traction: 5 (+1 for having tracks)

He'll be a pneumatic crusher on FRA, but here in ARC Super Gore (Eahta, meaning his 8th incarnation) is a hydraulic one for your per usual. Has an absolute buttload of traction. Now has 2 different pairs of claws as shown above, and here. The wedgy pincers, tips already touching the ground, can dig into the ground and therefore can pretty much get under anything. Uses 2 caterpillar-style tracks to move around, and has an extremely wide body, meaning turning around is extremely quick and easy. It also has mounds of ground clearance, so it can drive over almost everything with ease, and will always have at least one track on the ground. The clamping pincers are there for a better hold, and to stop spinners easier. Let's see how he does.
This account is in a state of dimensional flux

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Badnik96
Posts: 3983
Joined: Sun May 02, 2010 12:00 am
Location: somewhere in the plane of existence
Contact:

Robot Attack Signups

Post by Badnik96 » Thu Apr 28, 2011 6:12 pm

oh hellz yeah

LW: Polar Star

A 4WD Force Feedback-style bot (fires kinetic energy into other bots). wedges (triangle thingies) are hinged and removable. Invertible.

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Speed: 7
Weapon: 4
Armor: 6
Traction: 5


HW: Thunder Ball 4
6WD rammer with a rear plow. Skirts are spring loaded and hinged. Plow is spring loaded so it can take the brunt of attacks.

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Speed:7
Weapon:0
Armor: 8 (+1 for the plow)
Traction:7
Team Ignition
Redline: Robot Bastards 1 LW champ
Pyrite: FRR Backlash LW champ
The Debilitator: Cherry Bomb Classic 1 LW champ
Sling Shot: Bot O' Rama 2016 Sportsman champ
Doomerang: Robot Fight Night HW champ

Siphai
Posts: 4071
Joined: Wed Dec 31, 1969 7:00 pm

Robot Attack Signups

Post by Siphai » Thu Apr 28, 2011 6:13 pm

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Team Targeted

Lightweight: Dr. Pepperdine
Speed: 4 (+1)
Traction: 3 (+1)
Armor: 6
Weapon: 9

A) The number of wheels: 2

B) Invertibility or self-righting mechanism if applicable: Can self-right with hammer.

C) Your weapon, if applicable: Hammer on a 360 degree rotating turret.

D) Any attachments or removable pieces of your robot, if applicable: The claws and plow are both removable.
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Heavyweight: Punch Buggy
Speed: 7
Traction: 7
Armor: 8
Weapon: 0

A) The number of wheels: 2

B) Invertibility or self-righting mechanism if applicable: Invertible

C) Your weapon, if applicable: n/a

D) Any attachments or removable pieces of your robot, if applicable: Interchangeable hinged wedges and spikes.
Image

Fish Of Doom
Posts: 898
Joined: Wed Dec 31, 1969 7:00 pm
Location: The Far Corners of Space

Robot Attack Signups

Post by Fish Of Doom » Thu Apr 28, 2011 6:39 pm

LW: D-REZ

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4 wheeled bot with large spinning 3-sided blade and wedged chassis. Self righting pole.

Speed: 4 (+2)
Weapon: 10
Traction: 4
Armor: 4

HW: Blood Thirsty

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4 wheeled bot with 3 lifting/clamping jaws. Full invertible. Optional anti-spinner attachment for middle jaw.

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

NWOWWE
Posts: 6889
Joined: Wed Dec 31, 1969 7:00 pm
Location: E-Town, PA
Team: Team Blood Gulch
Contact:

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Post by NWOWWE » Thu Apr 28, 2011 9:37 pm

Team Blood Gulch

LW: Dr. Robotnik
A two-wheeled undercutting robot. Is invertible and functions as an overcutter when upside-down.
Armor: 4 (+1)
Speed: 4 (+1)
Traction: 3
Weapon: 11
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HW: Truth or Consequences
The Power flipper returns. Pretty straight-forward flipper design. ToC has 6 wheels and can self right. It features a ram bar at the rear and static wedges along either side of the flipper head.
Speed: 6
Traction: 3 (+1)
Weapon: 6
Armor: 7
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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.

lewis
Posts: 379
Joined: Fri May 15, 2009 12:00 am

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Post by lewis » Fri Apr 29, 2011 3:22 am

Team Mechanical Menagerie

Lightweight ~ Hit 'em Harder

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Speed ~ 8
Weapon ~ 0
Armour ~ 8
Traction ~ 6

I'm so bored of him it's unbelievable. This is when I rue having no artistic skill whatsoever -.- But this will hopefully be his last tournament. Might as well try to go out on a high.

Unchanged from Armageddon. Dual wedges hinged on the drive axis and joined together, 2WD, works identically when inverted and can't be stacked due to the side spikes. The thwack works vertically and horizontally and he's a pretty damn good rammer. The new thwack rules might hurt him though.

Heavyweight ~ Vertigo

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Speed ~ 6
Weapon ~ 9
Armour ~ 4 (+1)
Traction ~ 3 (+1)

Before the next major season I'd like to re-do him so that the whole shell is the flipper ala Glory Hole's srimech, but for now this CAD will do.

Like before he's a 4WD pneumatic flipper with immense power, not much else to it really. He can self-right with the flipper as well as being invertible.

prince palatine
Posts: 2262
Joined: Wed Dec 31, 1969 7:00 pm

Robot Attack Signups

Post by prince palatine » Fri Apr 29, 2011 7:48 am

Hope im not too late

LW- The Servants Assistant

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Armour: 7
Speed: 7
Weapon: 3
Traction: 5

Ok, here we are, The Servant stands aside, and his assistant has taken up the task the bottom of the wedge, the dark silvery line is the start of the flipper and you can see 2 black lines that run parralel with each other, go up the wedge and to the back of the top, taking up 75% of the wedge and top. 4WD
HW- Empty Inside

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Armour: 7
Speed: 7
Weapon: 4
Traction: 4

Its Empty Inside. Tis a 4WD machine, with hinged wedges all around, the front hinged wedge is not a hinged wedge, but is infact a part of the flipper which is attached to the wedge, unlike The Servants Assistant, The whole front wedge and and top is the flipper

That should do it

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