N.A.R.C.O.

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The Monsterworks
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N.A.R.C.O.

Post by The Monsterworks » Sat Oct 22, 2016 7:52 pm

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Welcome to the inaugural season of N.A.R.C.O., a yearly fantasy robotic combat league hosted by the great folks at ARC. If you've clicked on this thread, you're either curious as to what N.A.R.C.O. is or you already have a pretty good idea and are looking to join up.

Over the coming months, the space below will fill up with information relevant to the league, but for now, a brief overview, some rules, and some information will go there.

<hr />

<big><big>Overview</big></big>

1) Let's begin with the basics: N.A.R.C.O. is not a tournament, at least not in the traditional sense. Instead, it's an ongoing league that runs in the background of the larger events. Joining N.A.R.C.O. officially makes you a team in that league. Your weekly commitment totals one fight only.

2) You don't join N.A.R.C.O. with a username or with your robots individually. You join with a team. That team consists of six of the meanest machines that you can produce and should have a suitable name.

3) N.A.R.C.O. is one weight class only: superheavyweight. Only the big kids get to play in this one.

4) N.A.R.C.O. will be capped at sixteen teams. It will begin when it begins - no sooner and no later. You'll know.

<hr />

<big><big>Organization</big></big>

1) There will be two conferences of eight teams each, subdivided into two divisions of four teams each, for a total of four divisions.

2) Each team will face the other teams in its conference once. It will also match up against four of the eight teams from the other conference.

3) N.A.R.C.O. works on an extended match based format. What that means is that there are three fights per match. One fight is held each week, meaning that a complete match takes three weeks.

4) Each fight is worth one point, and that point goes to the winner. The team that wins the majority of the fights (either two or three) wins the match and collects a bonus point on top of points already scored. Standings will be kept and posted in this thread.

<hr />

<big><big>Arenas</big></big>

1) There are a total of seven arenas that contests may take place in. These rotate being active, and two arenas are automatically selected beforehand for each three fight match.

2) The third arena for each match is the 'home' team's 'home arena'. Each team chooses a 'home arena' at the beginning of the N.A.R.C.O. season, and this arena is automatically one of the three active whenever they are considered the 'home' team.

3) Teams may select a new home arena once per season if they are unhappy with their current home arena.

4) Each arena may only be used once per match, so all three arenas will be used. The order that they're used in is up to the 'home' team. More information on home and away teams can be found below.
<small>a. If one of that week's automatically selected arenas is the same as the home team's home arena, that arena will be played twice over the course of that match.</small>

5) Arena layouts can be found here.

<hr />

<big><big>Match Format</big></big>

1) A team has six robots on its roster and there are three fights per match. Four robots will be considered 'active' for each match and three of them will actually get to fight. Within a match, a robot may only fight once. Once a robot has fought, it may not fight again during that match.

2) For the first match, the four active robots can be freely chosen from among the six available options. However, after the first match, the format changes. For any given match, of the three robots that fought in the previous match, the team owner may choose only one to remain active. The other three active robots will automatically be those that did not fight the previous week.

3) As referenced in the previous section, there will be a 'home' team and 'away' team for each match. The owner of the 'home' team will be responsible for choosing the order of the arenas and, as a result, for opening the thread. He or she will not, however, include an RP in the topic post.

4) It is the job of the away team to 'ante' a robot for the first fight of a match, knowing only the arena that the fight will take place on and not the opposing robot. The home team will then 'counter' by offering a robot to oppose it. Basically, a thread should follow this order: arena choice (home) > ante (away) > counter (home) > RPs.

5) For the second fight of a match, the roles are reversed. The home team will ante and the away team will counter. The thread should look like this: arena choice and ante (home) > counter (away) > RPs.

6) The third and final fight is often the pivotal one, as teams are usually locked in a 1-1 tie. For this fight, there is no need for either team to open the fight thread. Both teams know which arena will be used since there will be only one remaining. Both teams will also have only two robots to choose from. In this case, neither team will ante. Instead, robot selection will be done through a double blind. Upon submitting their second fight RPs, the owners of each team will PM the league commissioner (the TO), with the name of the bot that they are selecting for the final fight. The league commissioner will then start the thread. The process should appear as follows: home and away teams both know the arena that will be used > both teams PM the league commissioner > the league commissioner makes a thread revealing the two bots fighting > RPs. In situations where the league commissioner is fighting, a responsible third party will be chosen.


<big><big>Rules</big></big>

1) N.A.R.C.O. will be using the standard ARC rule set that can be found here, with a few modifications.

2) The sawblade rules from CBC will be used and expanded to cover damage caused by any Extended Contact Weapons (ECWs). These include saws, drills, chainsaws, flamethrowers, and basically anything that requires a period of contact of more than one second to deal damage. However, flamethrowers will be capped at five weapon power.

3) Melty-brain and combo spinners will be subject to the standard ARC rule set, but with the +3 spin-up bonus, and will require enough traction to move in a controlled manner. Weapons designed to exploit the +4 weapon armour bonus will be rejected. The walker stat cap will be 34 and a maximum of two walkers will be allowed on a team. Tracked robots will receive the +4 anti-knockback bonus.

4) The weapon armour bonus rules from CBC will be carried over. If a weapon is too large to qualify for the bonus, it may instead be applied to a clearly and easily defined portion of that weapon(s) totaling under one third of the robot's overall surface area. Modular bots are allowed, but only to a maximum of four configurations. Points redistributed between configurations must not affect the drive train.

5) Aside from that, be punctual with your RPs, read the rules, don't be a dick, don't whine, kick ass, and chew bubblegum. Also, remember:

"The first rule of N.A.R.C.O. is: You do not talk about N.A.R.C.O. The second rule of N.A.R.C.O. is: You do not talk about N.A.R.C.O. Third rule of N.A.R.C.O.: Someone doesn't RP, refers to your RP, taps out, the fight is over. Fourth rule: only three fights to a match."

<hr />

<big><big>Teams Entered</big></big>

<big>American Conference</big>

<table><thead><tr><th colspan="4">Western Division</th></tr></thead><tr><td>Team</td><td>Roster</td><td>Home Arena</td><td>Record</td></tr><tr><td>Angry Goat Robotics
(Washington)</td><td>Big Spoon&#33;, Khnum, Banebdjedet, Hazardous Waste Removal, MC Hammer XL, INFINITE CLOWNS</td><td>Gabeshavn (1)</td><td>0-0</td></tr><tr><td>Alpha Robotics
(Illinois)</td><td>Endgame, Capitol Punishment, Backslasher, THE Banhammer, Xetus: Bringer of Death, Gordon Ramsay </td><td> Hell's Kitchen (2)</td><td>0-0</td></tr><tr><td>Open
(???)</td><td>n/a</td><td>n/a</td><td>0-0</td></tr><tr><td>Open
(???)</td><td>n/a</td><td>n/a</td><td>0-0</td></tr></table>

<table><thead><tr><th colspan="4">Eastern Division</th></tr></thead><tr><th>Team</th><th>Roster</th><th>Home Arena</th><th>Record</td></tr><tr><td>Chaotic Robotics
(Florida)</td><td>Greed, Apocrean Harvester, Pressure, Paranoia, Fork Bomb, Clingy Ex-Girlfriend</td><td>Punchbowl (1) </td><td>0-0</td></tr><tr><td>Team Blood Gulch
(Pennsylvania)</td><td>Final Boss, Jack Frost, It, G.R.O.S.S., The Godfather Part III, Fulcrum</td><td>The Equalizer (1)</td><td>0-0</td></tr><tr><td>Team Ignition
(Connecticut)</td><td>Phantasmic Slammer, Sundown Ranger NEO</td><td>TBD</td><td>0-0</td></tr><tr><td>Open
(???)</td><td>n/a</td><td>n/a</td><td>0-0</td></tr></table>

<big>International Conference</big>

<table><thead><tr><th colspan="4">Canadian Division</th></tr></thead><tr><td>Team</td><td>Roster</td><td>Home Arena</td><td>Record</td></tr><tr><td>The Monsterworks
(Newfoundland)</td><td>Venom, Deathbloom, Freedom, Anomalocaris, Lifebloom, Triceratops</td><td>Safe Space (1)</td><td>0-0</td></tr><tr><td>Tartarus Robotics Group
(Ontario)</td><td>Hellhound V, Killer Frost, Thundercaller, Mountain, Wild Child, Meanstreak</td><td>Hell's Kitchen (1)</td><td>0-0</td></tr><tr><td>Team Covenant
(Ontario)</td><td>Tax Cutter, Parental Advisory: Explicit Content, Industrial Bastardization, Archetype, Ceres, The Hating</td><td>The Equalizer (2)</td><td>0-0</td></tr><tr><td>Team 57
(Ontario)</td><td>Uppercut V3, The Return of Lifter 2: Electric Boogaloo, Mark 5, Initial D, Blue Zenith, Flandre Scarlet </td><td>Gabeshavn (2)</td><td>0-0</td></tr></table>

<table><thead><tr><th colspan="4">European Division</th></tr></thead><tr><td>Team</td><td>Roster</td><td>Home Arena</td><td>Record</td></tr><tr><td>Team Cardboard Pony
(England)</td><td>Blue, A True Hero, The Really Big One, Spotty, Metal 3, Jaws XL</td><td>Safe Space (2)</td><td>0-0</td></tr><tr><td>Team TBR
(England)</td><td>Chemical Explosion, Steelvor, Le Mans Super, Solstice, Fracture, Laceration Chromebeak</td><td>TBD</td><td>0-0</td></tr><tr><td>North-West Sheds
(England)</td><td>Resistance, Starlight, Sunburn</td><td>Punchbowl (2)</td><td>0-0</td></tr><tr><td>Team Obscure
(France)</td><td>Greenwar, Midnight Pathos</td><td>TBD</td><td>0-0</td></tr></table>

*Conferences and divisions subject to change dependent upon future entries.
Last edited by The Monsterworks on Tue Nov 15, 2016 8:04 pm, edited 1 time in total.
Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
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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Venice Queen
Posts: 2716
Joined: Wed Dec 31, 1969 7:00 pm
Team: ‽ Robotics

N.A.R.C.O.

Post by Venice Queen » Sat Oct 22, 2016 8:23 pm

ANGRY GOAT ROBOTICS
HOME ARENA: Gabehavn

Big Spoon&#33;
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4WD clamp-bot. removeable hinged ass plow, hinged anti-tip wedge thing up front.

Speed: 8
Traction: 7
Torque: 3
Weapon: 7 (5/5)
Armor: 5

Khnum II
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Anti-spinner plow, with hammer/overcutter blockers attached
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Side-view of the anti-spinner plow sans blockers, so I can't get anyone arguing that it's steep this time 'round :P
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Minor Re-work of the original. the wheel-base has been widened, the rear shaped better, and the lifter spatula now extends beyond the front wedges in order to ensure that driving the lifter into the ground is actually beneficial. otherwise, pretty much the same. 4WD 100* lifter (95 up, 5 down). front and side wedges are hinged in the normal configuration, plows are hinged in the anti-spinner one. anti-spinner set-up has optional hammer/overcutter blockers.

Speed: 9
Traction: 8
Torque: 3
Weapon: 2
Armor: 8 (+3 to front)

Banebdjedet

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Speed: 6
Traction: 3
Torque: 1
Weapon: 14
Armor: 6

2WD drum. fully invertable, drum can be spun both ways. Separate wheels on the top in bottom, though they're run off the same motor.

Hazardous Waste Removal
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2WD near-SteveOUT Undercutter. Rear wedge can be mounted upside-down or right-side up and is static (2WD with most of the weight behind the wheels).

Speed: 7
Traction: 5
Torque: 2
Weapon: 12
Armor: 4

Reinhardt

HAMMER <big>DOWN</big>

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electric rack & pinion hammer. either hinged spike wedgelet dealios or a hinged abr plow.

Speed: 6
Traction: 4
Torque: 2
Weapon: 12
Armor: 6 (+2 front)

Blue plow for Hii :P
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Warlock

ahhh fuck it I need another dedicated anti-spinner design. and yes this is out of weight class. I ain't restricting myself to 1 weight class when im picking 6 robots :V . Two possible ways to do the attachments and armor here

1: Firewall

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hinged wedgelets on the front, but either a hinged ABR wedge or a plow on the rear end.

Speed: 9
Traction: 8
Torque: 5
Weapon: X
Armor: 8 (+3 rear)

2: Oathbreaker

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I put a lifter on it because fuck you&#33; :v: it's got some hinged thingies underneath (on a very limited arc) that prevents over-balacing. has a range of 45* up and 5* down. wanted to try out the Vladiator sorta lifter style, something I haven't done before. it is an invertable set-up too (though it might have issues with over-balancing when inverted), with a backup hinged rear wedge.

Speed: 9
Traction: 8
Torque: 5
Weapon: 3
Armor: 5
Last edited by Venice Queen on Wed Dec 21, 2016 6:07 pm, edited 1 time in total.
‽ ROBOTICS
CHAMPIONS: Lightweight//Ruination 4//Nick's Fuzzy Rules -- -- Hobbyweight//Bot-o-Rama//Buzzkill -- -- Arbitraryweight//D12//Listen Here, Grandad, This Is America, Everyone Here Eats Ass

Bots that I think are better than my actual champions: Chimera // Venice Queen // Cuddle Time!


V900? Wheres V1-899 ~NickyDustyOwl
fridge ~ V900

Wasn't Ted Bundy physically attractive though? ~Superbomb122
get a room ~Madbull
I will NOT ~Superbomb122



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The Monsterworks
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Team: The Monsterworks

N.A.R.C.O.

Post by The Monsterworks » Sat Oct 22, 2016 8:27 pm

The Monsterworks

Home Arena: Safe Space

Tentative Lineup:

<big><big>Firebrand</big></big>

I caved and made a brick. Shamelessly plow-stacking thwack. 2WD so that its wedge is actually good. Nice control ratio, solid torque, shit-tons of shock-mounting behind the plow, and can actually hurt spinners by thwacking. The design is an expression of my anarchist beliefs. Fight the power. :dirk:

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10 Speed &#124; 9 Traction &#124; 4 Torque &#124; 0 Weapon &#124; 7 Armour (+3 front plow)

<hr />

<big><big>Deathbloom</big></big>

So, it works on the same principles as Justice and the Buccaneer configuration of Smilodon, only, flipped on its end and not really using the punching bar as a separate weapon anymore. For more detailed information, click the title. It links to the album, where a lot of the mechanics of this thing and its features are explained.

Really, this was just an excuse to go overboard with designing something that looked quasi-organic. It also has dedicated flipper and spinner configurations. Brad nailed it when he called this a 'spiritual successor to Mastodon'.

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Somber Rose Configuration:

3 Speed &#124; 2 Traction &#124; 1 Torque &#124; 18 Weapon (15 to the weapon array, 3 to the turret) &#124; 10 Armour


<big>Blood Rose Configuration:</big>

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This is Deathbloom's flipper configuration. In tournaments that allow selective weapon armour application, the bonus is applied to the front and rear petals, while the other two get a +1 derived from what were weapon points in the Somber Rose configuration. Otherwise :qq: . It also has a pressing mechanism that tilts the central weapon stack very slightly in one of the four cardinal directions, pressing its associated petal (in a manner not dissimilar to Mastodon's flipper configuration).

3 Speed &#124; 2 Traction &#124; 1 Torque &#124; 16 Weapon (15 flipper, 1 pressing mechanism) &#124; 12 Armour (+2 left petal and right petals)

<big>Black Rose Configuration</big>

coming soon...

<hr />

<big><big>Freedom</big></big>

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This odd bird is a bimodal brick/ thwack-drum spinner. It sounds potentially complex, but really isn't. Basically, it combines the rotational power of the drivetrain with that of a fairly weak drum by using its lifter to lever the front wheels off of the ground. For a detailed explanation of how it works, check out its page in my its page in my submission thread. For now, let's take a look at some stats:

9 speed &#124; 7 traction &#124; 1 torque &#124; 6 weapon (+1 lifter) &#124; 7 armour

<hr />

<big>JUSTICE</big>

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It's a pneumatic puncher in the mold of something like Smilodon. However, it uses a wine bottle opener-style linkage to power a trio of hammers directly off of the ram. Whenever it fires backwards, the hammers fire forwards, and vice versa. In effect, it's a 360 degree hammer bot that's capable of hitting opposing machines that end up in either of its killzones with a cumulative weapon power of 36 and striking with rapid-fire precision. While none of these individual blows have more than 12 power, with three hammers and a ram whaling away, the damage should add up quite quickly and be damned near impossible to avoid. What's more, the hammers lock in place until the bar is fired again, allowing them to be used as clamps for match control purposes.

In terms of its damage mitigation abilities, Justice relies primarily on the fact that it is almost impossible to approach without getting hit, and any blows that it lands will either sweep opposing machines in towards its frontal and rear killzones or will pivot Justice itself around. For good measure, it has an outer layer of sacrificial armour that is mounted to the chassis via rubber shock mounts that are designed to pull the outer shell inwards, effectively pressing it against the ground with a force that falls halfway between that of hinged skirts and a 2WD wedge.


5 speed &#124; 4 traction &#124; 2 torque &#124; 12 weapon &#124; 7 armour (+2 weapon assembly)

Alternatively, I can stat Justice so that no bot will be able to escape the long arm of the law:

3 speed &#124; 2 traction &#124; 1 torque &#124; 15 weapon &#124; 9 armour (+2 weapon assembly)

<hr />

<big><big>Triceratops</big></big>

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So, it's a 2WD rear-hinged flipper in the vein of Inertia Labs' machines, with a chunky front plow that sticks up to block both spinners and hammers and will soak damage like a juggernaut and wheels near the front of the chassis so that it can always keep its weapon pointed towards its opponents. It has a bit of a longer stroke, however, since that matters in the ARC stat system. Triceratops is basically the dedicated brick of my NARCO team. The wheels are 'floating', i.e. on pivots to avoid Triceratops being high-sided. That's not in the relatively old render, which will be updated. Sadly, the front portions of the horns are removable.

Speed: 7 &#124; Weapon: 5 &#124; Armour: 11 (+1 to the front plow) &#124; Traction: 5 &#124; Torque: 2

<hr />

<big><big>FURY</big></big>

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So, I made a tank. It was originally going to be named 'Hummel', after the German self-propelled gun from WWII, or 'Krieg', after the German word for 'war', but the Nazi implications of those names make them pretty morally questionable. Instead, since it's a goddamned tank, I named it FURY, after the 2014 movie.

Anyway, I noticed that a lot of spinners, no matter how powerful, fail because they just get box rushed and stifled for the rest of the match. No longer. With a fast turret in its Sherman configuration, FURY can simply move its deadly, turbine-powered X-axis/vertical spinning blade to avoid box rushes and then sweep it back in behind the armoured plows of its opponents.

Unfortunately, in order to have enough points to make this work, FURY had to be a walker, though the pods are now reversible. As a result, there doesn't need to be an obscene number of them. However, two have been mounted perpendicular to the others, so that this lumbering monstrosity can strafe in any direction.

FURY, far from being 'antique technology', as Josh would put it :P , has a number of innovations. Firstly, the 'gun' on the turret is actually a self-righter, assisted by the rear rails. The chassis is as wide and low as it is in order to ensure FURY's stability in the face of rotating a large weight and of the gyroscopic forces that it'll have to deal with. The very thick rubber skirts aid with suction generated by the turbine engine, to ensure zero ground clearance and help reduce recoil and gyroscopic effects. Unfortunately, that suction also gimps up the reasonably powerful drivetrain and are one of the reasons that it underperforms.

Stats:

Sherman

Speed: 2 &#124; Traction: 3 &#124; Torque: 1 &#124; Weapon: (21) 15 spinner, 5 turret, 1 srimech &#124; Armour: 7

Three other configurations are coming: a drum spinner, an axe, and a clamper

T-34 (Drum Spinner)

Speed: 2 &#124; Traction: 3 &#124; Torque: 1 &#124; Weapon: (21) 15 spinner, 5 turret, 1 srimech &#124; Armour: 7

Churchill (Clamper)

Speed: 2 &#124; Traction: 3 &#124; Torque: 1 &#124; Weapon: (13) 5 jaws, 5 turret, 1 lifter, 2 flamethrower &#124; Armour: 15 (+8 jaws)

Tiger (Hammer)

Speed: 2 &#124; Traction: 3 &#124; Torque: 1 &#124; Weapon: (21) 16 hammer, 5 turret &#124; Armour: 7

<hr />

(all robots subject to change)
Last edited by The Monsterworks on Sun Dec 18, 2016 1:49 pm, edited 1 time in total.
Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
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!

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

N.A.R.C.O.

Post by NWOWWE » Sat Oct 22, 2016 8:34 pm

Reserve

Potential Line-Up:
Final Boss
Jack Frost
It
G.R.O.S.S.
The Godfather Part III
Fulcrum

Home Arena: Equalizer
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.

User avatar
Madman
Posts: 563
Joined: Wed Dec 31, 1969 7:00 pm
Location: Fighting in the shade
Team: Tartarus Robotics Group

N.A.R.C.O.

Post by Madman » Sat Oct 22, 2016 9:01 pm

Tartarus Robotics Group
Home Arena: Hell's Kitchen

Team:
Hellhound V
Killer Frost
Thundercaller
Mountain
Wild Child
Crowning Glory
Last edited by Madman on Sat Oct 22, 2016 9:05 pm, edited 1 time in total.
Tartarus Robotics Group: Infinitely wise and merciful since 2016
(don't ask about before that)

Black Dog ||| Hellhound V ||| Blood Eagle ||| Santangelo ||| Hellhound VII ||| Hoarfrost

Mechanized Mayhem: 0-0
Heavyweight: Danger Zone (0-0)
CBC4: 26-5
Featherweight: Black Dog III (6-2)
Lightweight: Blood Eagle (7-1)
Middleweight: Hoarfrost (9-0) CHAMPION!
Heavyweight: Santangelo (5-2)
Current Roster: 183-40 (.821)
Black Dog (ROBOTS - MW*, ROBOTS3 - FW, CBC4 - FW): 26-5
Blood Eagle (CBC3 - LW*, CBC4 - LW): 15-2
Danger Zone (Mechanized Mayhem - HW): 0-0
Detroit Iron (ICEcrown - SHW): 6-2
Hellcat (Thunder Underground - MW): 2-0
Hellhound (R: Extinction - HW, Pressure Drop - HW, RB2 - HW, ROBOTS - HW, New Blood - HW*, ROBOTS 3 - HW*, Thunder Underground - HW): 46-11
Hoarfrost (RB2 - MW, Armageddon! - MW, Ruination 4 - LW, Thunder Underground - LW, CBC4 - MW*): 23-5
Krakatoa (Robo-Con - LW, Ruination 4 - SHW, Thunder Underground - LW): 11-2
Meanstreak (RB2 - LW, Ruination 4 - HW): 10-3
Santangelo (CBC3 - SHW*, CBC4 - HW): 13-3
Sundancer (Ruination 4 - MW, R: Revival - MW, REDDIT - HW, R: Evolution - FW): 21-4
Talons Out (ROBOTS - FW): 10-3
Thundercaller (Vexed!): 1-0
Yet to Fight
Hadean, Intimidator, Kurosaki-kun, Midnight Sun, Neon Rampage
Retired
Eye of Newt, Morality, Savage, Tiger, Vicious, Wild Child
ARC Hall of Fame
Hellhound - #1
Black Dog - #2
Blood Eagle - #11
Sundancer - #24
Hoarfrost - #49

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Cha0sFerret
Posts: 1139
Joined: Wed Dec 31, 1969 7:00 pm
Location: Florida

N.A.R.C.O.

Post by Cha0sFerret » Sat Oct 22, 2016 9:45 pm

<big>Chaotic Robotics</big>
Home Arena: Punchbowl

<big>Team:</big>
Greed:
<img src="http://i.imgur.com/BMnKgIe.png" alt="Posted Image" width='400' height='225' /><img src="http://i.imgur.com/JiKjjaT.png" alt="Posted Image" width='400' height='225' />
<img src="http://i.imgur.com/NM02u7C.png" alt="Posted Image" width='400' height='225' />
The only member of my team that wasn't purpose built for this event, Greed is returning from a resounding success in SwitcherTwo, where it claimed the SHW championship under the banner of NFX and Team Mongoose. I get to drive it this time. 2WD overhead thwack that acts like a clamp. Basically, the arm is very long, and hook at the end is also very long, so it can latch onto opponents and drag them around. There are spikes on the sides of the arm for a horizontal thwacking option as well. The outer treads on the wheelpods are lifter protection, so it can still get traction while tipped from the side. The blue tips on the fork setup are spring-loaded flaps that act like one-way spike strips. Will they do anything? Probably not, but I'm keeping them there until they prove to be a hindrance. Anti-spinner setup also shown.

Speed: 8
Traction: 7
Torque: 4
Weapon: 0
Armor: 11

<hr />
Apocrean Harvester:
<img src="http://imgur.com/ZCXAzol.png" alt="Posted Image" width='400' height='225' /><img src="http://imgur.com/r6cMQWk.png" alt="Posted Image" width='400' height='225' />
Image
Melty-HS hybrid deathspinner that also functions as a strafing normal spinner. 3WD omniwheels, set up in kiwi drive for smooth strafing movement when not in melty mode. The teeth can also be used as wedges. Not entirely optimal, but it's an option that exists. Fully invertible. The pink strips along the edges are glow-in-the-dark because I needed to at least pretend this thing is interesting :v:

Speed: 3
Traction: 1 (+3 for spinning up)
Torque: 1
Weapon: 15 (14 for ring, 1 for melty control)
Armor: 10

<hr />
Pressure
<img src="http://i.imgur.com/FYVCYuE.png" alt="Posted Image" width='400' height='225' /><img src="http://i.imgur.com/H4x78Ur.png" alt="Posted Image" width='400' height='225' />
<img src="http://i.imgur.com/4ul8swW.png" alt="Posted Image" width='400' height='225' /><img src="http://i.imgur.com/GdWtrpu.png" alt="Posted Image" width='400' height='225' />
Fully invertible 5WD omniwheel rammer. It's fast and it strafes. The wedge is hinged, and the hinge is limited to have about 40 degrees of free movement so the wedge doesn't flop around everywhere. Features other common design traits of rammers like the rounded back and spikes on the sides. Consider this the anti-brick of my team.

Speed: 11
Traction: 10
Torque: 5
Weapon: 0
Armor: 4

<hr />
Paranoia:
<img src="http://i.imgur.com/fegDsZq.png" alt="Posted Image" width='400' height='225' /><img src="http://i.imgur.com/5f3Br4X.png" alt="Posted Image" width='400' height='225' />
<img src="http://i.imgur.com/4UGwioP.png" alt="Posted Image" width='400' height='225' /><img src="http://i.imgur.com/TopGcRg.png" alt="Posted Image" width='400' height='225' />
Excuse my crappy internals. I think you can see how this is supposed to work.

Remember Glunk? Before Kody made that, I had an idea for a bot that worked on the same principle. That never got made, but I didn't want to let the idea die. So, when N.A.R.C.O. was first announced in the Discord chat, I got to work making this. 8 legged walking flipper with a circular pressing shell. The central actuator pulls the shell down. This does take the legs off the floor, so Paranoia is technically immobile while pressing. Good luck taking advantage of that, though. Nothing's getting under it while it's pressed. The face on the front is an inset launching plate that can semi-reliably right the bot. It's also comfortably under the 1/3 surface area limit for weapon armor. Bite me :v:

Speed: 4
Traction: 3
Torque: 1
Weapon: 10 (9 for flipper, 1 for pressing mechanism)
Armor: 16

<hr />
Fork Bomb:
<img src="http://i.imgur.com/NDFLhLe.png" alt="Posted Image" width='400' height='225' /><img src="http://i.imgur.com/TvDUQWA.png" alt="Posted Image" width='400' height='225' />
The final walker on my team. Fork Bomb is yet another 8 legged Manta-style walker, armed with a ring spinner and a KE transfer hammer. The hammer head has a pointy end and a blunt end so I have a choice of damage types. I was going to include some kind of pun here but Imgur pissed me off by not working and now I don't want to make puns :v:

Speed: 5
Traction: 4
Torque: 1
Weapon: 15 (14 to spinner/hammer, 1 to clutch)
Armor: 9

<hr />
Clingy Ex-Girlfriend:
<img src="http://i.imgur.com/zEINUl2.png" alt="Posted Image" width='400' height='225' /><img src="http://i.imgur.com/wcZq5u5.png" alt="Posted Image" width='400' height='225' />
<img src="http://i.imgur.com/P87qJw1.png" alt="Posted Image" width='400' height='225' /><img src="http://i.imgur.com/WZbbA4Z.png" alt="Posted Image" width='400' height='225' />
This bot was the one I had the most fun designing. 2WD Lockjaw-style clamp/spring-powered flipper. The top jaw is lowered by readying the flipper, and once the flipper is ready to pop, the top and bottom jaws are able to move together. The teeth on the jaws are removable, as are the jaws themselves. Yep, this is my first step into Swiss Army bot stuff. Yes, it's only two configurations. For now. In clamp/flipper mode, Clingy Ex-Girlfriend wants nothing more than to hold on to you and never let go <del>and occasionally slap you up into the air</del>. The alternate configuration, the plow or "tsundere mode," completely removes the weapon assembly in favor of stubbornly durable static wedge, and is dedicated to ignoring pretty much everything you send its way. Why did I go with this theme? lol idk.

Clamp/Flipper setup:
Speed: 7
Traction: 6
Torque: 5
Weapon: 7 (5 for flipper, 5 for jaw actuation)
Armor: 5

Wedge setup:
Speed: 7
Traction: 6
Torque: 5
Weapon: 0
Armor: 12 (+7 front wedge)
Last edited by Cha0sFerret on Wed Dec 21, 2016 8:58 pm, edited 1 time in total.
poopity scoop

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

N.A.R.C.O.

Post by Badnik96 » Sat Oct 22, 2016 10:20 pm

Team Ignition

entries:

Phantasmic Slammer
Sundown Ranger NEO
StarStruck 2X
Cloak & Dagger XL
???
???
Last edited by Badnik96 on Tue Nov 22, 2016 6:25 pm, edited 1 time in total.
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

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

N.A.R.C.O.

Post by That Kode Guy » Sat Oct 22, 2016 11:10 pm

In like sin.

<big><big>Team Covenant</big></big>
Tax Cutter
Parental Advisory: Explicit Content
Industrial Bastardization
Archetype
Ceres
The Kaleidoscopic God

Home arena: The Equalizer
This account is in a state of dimensional flux

Wolf51-50
Posts: 823
Joined: Wed Dec 31, 1969 7:00 pm
Location: Somewhere in the USA

N.A.R.C.O.

Post by Wolf51-50 » Sat Oct 22, 2016 11:43 pm

Meh, why not

<big><big>Alpha Robotics</big></big>

Chef Gordon Ramsay
What you didn't think I was going to give this bot your average weaponry, did you?
Well I have some bad news. No one is safe in Hell's Kitchen tonight&#33; (I apologize for the size of the pictures as I had trouble with tinkercad)

Image
"Look....LooK.....LOOK&#33;"
Simple lifting plow design specially used for getting under low wedges and taking control of anything fast. It's also very good at controlling those annoying spinners. It's hard to see it, the edge of the lifting arm is there in the center for you to see it (sorry. I hate Tinkercad for this, and I've gone through too much to fix it)

Image
"IT'S RAW"
Now here's something you don't see on your average bot: an eggbeater spinner. If needed, it can be flipped over, allowing it to get under and dent up wedges.

Image
"Get Out&#33;"
Wait. Isn't that the lifting plow again? Yes it is. However, it is on a different attachment, turning it into a pneumatic flipper. The flipper arm is hard to see (fuck Tinkercad :v:) but you can kinda see the edge of the flipping arm in the middle. Btwx A three point flipper on a 13 point weapon stat means that this weapon has a total of 16 armor&#33; Yeah, good luck with that deathspinners.

Image
"If you put scallops on a non stick pan, it won't stick. That's why it's called non stick&#33;"

When Chef Ramsay is about ready to blow his top, he's going to do the same to yours. Chain driven, spiked, non stick pan. However, what sets this weapon above the rest, is that there is a flamethrower in the middle, similar to Blacksmith. So if you get enough holes in your armor, the internals will get cooked to hell and back. It also works well as a makeshift defensive top. The low hinged wedge up front is placed in such a way that it won't get hit by the shaft of the weapon.

Stats?
Base stats-of-the-art Speed: 6 Traction: 4 Armor: 6 Weapon: 13 Torque: 1

With lifter- Speed: 6 Traction: 4 Torque: 1 Armor: 6 (+8 weapon armor) Weapon: 5

With spinner- Speed: 6 Traction: 4 Torque: 1 Armor: 6 Weapon: 13

With flipper- Speed: 6 Traction: 4 Torque: 1 Armor: 6 (+ 10 weapon armor) Weapon: 3

With hammer- Speed: 6 Traction: 4 Torque: 1 Armor: 6 Weapon: 13 (12 to spiked hammer, 1 to flamethrower)


Endgame
Image
Endgame is back&#33; And now with some much needed improvements coming from after it's rather successful run in Cherry Bomb Classic.
8 legged walker with a terrifying spinning shell, reaching speeds of up to 330mph. As you can see, the shell design has been changed a little. Endgame can self right now a la Megabyte, and now has a protected top. there's an extra 4 teeth in the top of the shell to protect the self righting pole and to smack long reaching hammers into next week. Still slow and boring, yet effective. There's a little more ground clearance on the ring of the shell than there was last competition to silence the haters :V.
Speed: 3
Armor: 11
Traction: 2
Weapon: 17
Torque: 1

Flip City Frequency
Image
Image
Speed: 7 Traction: 7 Armor: 7 Weapon: 7(5 to both flippers) Torque: 2
4 wheel mecanum drive dual flipper with the classic DJ/street fighter theme. The flippers are hinged pods, so they can get under things easily and can flop down to help with self righting. Flip City Frequency, unlike his predecessor Flip City Remix, has 4 attachments to pick from. This includes a rear hinged flipping plate (attached on the left), a front hinged flipping arm (attached on the right), a 4-bar flipper (unattached on the left), and a side flipper designed to look like a record (unattached on the right). Oh yeah, I also went the route of UltraViolent and put too many LEDs on the robot :v: "No one's safe on the ground, when Flip City Frequency's around&#33;"

Brain Damage 2
Image
Look familiar?
Image
Flipper and side hammer
Image
Yeti style drum
Image
weapon(s) fired

Yay&#33; No more corners&#33; most people know, BD was my first bot. It was not that great. It was basically a black box with an underpowered ramming weapon, a 1 point srimech hammer, and corners galore. Not to mention 4WD and a static dustpan :headache:

But now, it's time for a change. Manta style walker with a rounded top and the famous OP ramming bar in front. There is a set of feet built sideways in the underbelly which allows it to walker-strafe. Gone is the srimech hammer, which has been replaced with a rear Yeti style drum that powers the ram via KE. But the hammer isn't completely gone. Just updated&#33; Similar to Monsterworks' hammerbot justice, the KE powered ram powers the hammer which is located on the right side of the body. And this is no ordinary hammer. What if I told you that said hammer could double as a flipper? Yep. It's a Tellu hammer. Three wedges to make it easier to flip on either side and in front of the hammer. Another thing about the hammer that has changed is it's shape. Goodbye box on a stick, hello hexagontal frame. 9 blunt balls on the top are used for maximum warping capabilities. Complete with the Alpha Robotics black, blue and red colors, this OP (and not OP) bot can attack you from all angles (flipper for the underbelly, hammer for the top, ramming bar for the sides, and spinner for everywhere else :v: ) And techically, powered all by the rear flywheel, three weapons are all formed into one&#33; Prepare to lose your minds. Brain Damage has returned&#33;
(Yes I know I turned it into a walker and you hate me for that. Leave me alone Gabe :P )
Speed: 5
Traction: 3
Armor: 12
Weapons: 13
Torque: 1

Maximilien Robospierre
Image
Almost Judge-clonr with a gold paint job and yet another weird gimmick. This bot has 4 different drivetrains to pick from. It can use either tread drive (which is on suspensions on one side of each tread, so they flop down to drive off of wedges), 2WD (set towards the back of the bot) swerve drive, and 4WD with doubled wheels, giving it the traction of an 8WD bot. The weapon is also quite strange. The axe is electric powered and rapid firing (a la Mortis). This allows it to hit twice per second, punishing all bots that use armor bonuses on anywhere but the top panel. All bots that resist the incorruptible will be executed

Speed: 4
Traction: 4
Armor: 9
Weapon: 12
Torque: 1

Circuit Breaker
Image
Image

OK. So I completely forgot about the deadline, so the next two aren't as exciting as the others. 4WD decent Breaker Box clone. Big thanks to Shaba for driving it and giving it such an impressive run. Simple lifting plow design with corners throughout to bait spinners, and then use the plow to tank them. Ramming spikes in the front in back for the hell of it :v
Speed: 8
Traction: 6
Armor: 11 (+2 plow)
Weapon: 2
Torque: 3
Home Arena: Hell's Kitchen, cause it's just not the same without Chef Ramsay

Pictures coming soon&#33;
Last edited by Wolf51-50 on Tue Jan 03, 2017 11:45 pm, edited 1 time in total.
Alpha Robotics - Embrace the carnage!

Recent Tournaments:

ROBOT2
FW: Apocalyptic Peacekeeper (2-3)
LW: Backstab 3 (3-3) [Lifetime 11-8]
MW: Outrage 2 (4-1) [Lifetime 6-3]
HW: Tulta Munille (3-2)

Ruination: The Upheavel
LW: White Lightning (1-6) [Lifetime 4-8]
MW: Diablo Genesis (5-3) [Lifetime 10-5]
HW: Coup de Grâce (2-5) [Lifetime 13-9]
SHW: Fenrir (6-2) [Lifetime 7-3]

Reckoning: The Revival
MW: Vovoka (4-1) [Lifetime 10-3]

tune in next time on ARC when I one-up Boto by posting my vast collection of Thomas The Tank Engine hentai on the Discord :V -HFL

User avatar
Hiicantpk
Posts: 524
Joined: Wed Dec 31, 1969 7:00 pm

N.A.R.C.O.

Post by Hiicantpk » Sun Oct 23, 2016 1:48 am

Suppose its time to go on a SHW CAD binge..

Team 57

Home Arena: Gabeshavn

(CADs WIP)

Uppercut V3
Flipper, probably Dual sided. 4wd Mechanum?

Speed: 6
Traction: 5
Torque: 2
Weapon: 7 (Split to 5)
Armour: 10


The Return of Lifter 2: Electric Boogaloo (Now with less ground clearance)
Image
Top &#124; Side &#124; Front

Uber-Brick Lifter, now with less ground clearance under the lifting arm, Treads for knockback mitigation and a hinged wedge at the back if my lifter isn't wedge-y enough.

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

Mark 5
Basically a hammer stuck on top of a SHW version of a Panzer Tank. Features extremely high ground clearance and two big sets of treads to climb right over your silly wedges.

Speed: 5
Traction: 4
Torque: 1
Weapon: 12
Armour: 8

Initial D
Image
Top &#124; Side &#124; Front

Its basically Touro/Minotaur with a new paintjob.

Speed: 5
Traction: 4
Torque: 1
Weapon: 14
Armour: 6

Blue Zenith
Image
Top &#124; Side &#124; Front

Coming at you at 200bpm its <del>Tombstone</del> <del>Doomsday V2</del> Blue Zenith&#33; Basic Horiz. Bar spinner with a hinged wedge at the back. The wheels are semi-indented into the body for some spinner protection. The spinning bar angles downwards by a few degrees due to the bot resting on the wheels and the lower weapon support.

Speed: 5
Traction: 3
Torque: 1
Weapon: 15
Armour: 6

Remilla Scarlet
Overhead Spinner. Because we need more Touhou bots. SoW Style Shuffler

Speed: 4
Traction: 3
Torque: 1
Weapon: 14
Armour: 8
".. if Kody is removing OOTAs, I'm flying to Canada for the sole purpose of taking a shit down his chimney. :v: " - GF93

Team 57

patrickrowberry
Posts: 755
Joined: Wed Dec 31, 1969 7:00 pm
Location: uk worcester
Contact:

N.A.R.C.O.

Post by patrickrowberry » Sun Oct 23, 2016 4:47 am

i will enter new robots as

team cardboard pony

home arena safe space

blue (launcher) http://scorpion1m.deviantart.com/art/bl ... 1477777613

(cad version by wolf)
https://images.discordapp.net/.eJwtyMEN ... 3Pr0ySVaUY

https://cdn.discordapp.com/attachments/ ... 204136.png

a single bar tracked robot with magnets in the tracks like bite force and back weighted so it will never fall on its face

speed 8
traction 6
toque 2
weapon 8
armour 6

a true hero ( very fast axe) http://scorpion1m.deviantart.com/art/a- ... -559097799 9the axe has a arc of 180 degress to alow it to self right and it is based of season 4 wild thing
speed 9
traction 9
toque 3
weapon 2
armour 7 (3 to wedge)

the relay big one (a 2 wheeled drive flipper) http://scorpion1m.deviantart.com/art/th ... -558011240
(flipper)
speed 7
traction 5
toque 2
weapon 5
armour 11

spotty
http://scorpion1m.deviantart.com/art/sp ... -559095292 (hinged wedge and hinged scoop) a invertible rammer that has a hinged wedge for hen it is a certain way up and a hinged scoop if it is inverted i can chose witch way u pit starts and witch hinged wedge/scoop gets the 3 + armour bonus
speed 10
traction 8
toque 4
weapon 0
armour 8 ( 3 for wedge/ scoop)

metal 3:
http://scorpion1m.deviantart.com/art/Me ... -558008352
(a walker spinner works like Pegasus device)
speed 5
traction 5
toque 1
weapon 16
armour 9

jaws xl: a 2 wheeled drive a lifter that can hold robots and rear flipper that can be used to self right) pics
http://scorpion1m.deviantart.com/art/ja ... -556573675 (the robot on the right on both pics below)
http://scorpion1m.deviantart.com/art/pa ... -565818675
http://scorpion1m.deviantart.com/art/pa ... -609183315
( the top bit of the lifter already stops robots getting free also i change the height of it pre match to make it fit the robot i am fighting)
speed 7
traction 5
toque 2
weapon 7 (5/5)
armour 9
Last edited by patrickrowberry on Mon Dec 05, 2016 1:40 pm, edited 1 time in total.

Mole55
Posts: 352
Joined: Wed Dec 31, 1969 7:00 pm

N.A.R.C.O.

Post by Mole55 » Wed Oct 26, 2016 4:50 pm

Team <REDACTED>

Home Arena: Punchbowl

Resistance: Imgur

Yes, it's Sleipnir as SHW.

Speed: 9
Traction: 7
Torque: 4
Weapon: 0
Armour: 10 (+4 to the front wedge)

Starlight: Imgur

A plain ol' flipper, with an optional bit of anti-spinner protection.

Speed: 6
Traction: 4
Torque: 2
Weapon: 10
Armour: 8

Sunburn: Imgur

I made a basic vertical spinner again&#33;

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

More coming&#33; Also, guess the team theme.
Last edited by Mole55 on Sat Nov 05, 2016 10:08 am, edited 1 time in total.

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