Custom Robot Fantasy League: 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: the /r/Battlebots Hammerfall RPG! All you need to do to join is follow these steps:
  1. Create your own bots in some sort of computer-aided-design (CAD) program (or even MS Paint!)
  2. Submit your robot’s stats along with a picture and description of your robot.
  3. Roleplay with your bot when your fights are announced for that week.
These rules were adapted by /u/attackfrog from the Drowning City Forums’ rules for ARC, found at http://advancedrobotcombat.wikia.com/wiki/2014-05-25_Revision

1 Roleplay Rules

The roleplay is your chance to describe your strategy for your bot’s fights. You’ll be expected to follow proper role-play etiquette; no directly referencing others RPs, whether in your reply RP, or bringing it up in the discussion thread. As a follow up to this, absolutely NO being completely arrogant, either in your RPs or in the discussion thread (i.e. “I’ll probably pwn this guy all over the place”). This also applies to public complaining about results.
Be concise, but specific. Please refrain from being overly verbose! Do not force the results writer to have to wade through over a thousand words just to get to the point of your strategy! Just tell them what you are going to do during the fight. If you are RPing for a full-bodied spinner you honestly shouldn’t have to write more than “spin up and hit him, while staying away from the walls.”
Use proper grammar and spelling.
Fight cards will be posted on Monday usually (as are results, mostly), and you will have one week to post your RPs. The deadline for submitting your roleplay is midnight on Sunday.

2 Overview

This document is meant to be as all-encompassing as possible, but remember that we promote abstract thinking. If you have a design not covered under this document, present it to the moderators first.

2.1 Stats

All bots have 30* points that can be divided between 5 categories:
* Walkers are granted 36 points, and multibots each have (30 − 4n) points, where n is the number of bots in the cluster. See the Stats section for more details.

2.2 Legality

All designs must comply with the regulations of the RFL for legality. For example, no external combustion engines, liquid or gaseous weapons, electrical stun weapons, RF jamming, entanglement devices, etc. ARC does allow the use of flames as a weapon but not in the form of plasma or oxy-acetylene cutting torches. If you are unsure of your weapon’s compliance to the RFL rules, ask a moderator.

2.3 Weight

Obviously we can’t weigh a picture of a robot, but please try to make yours look like it belongs in the weight class it will compete in.

2.4 Realism

This one is somewhat opinion based, and also limited to the designer’s artistic capabilities. However, we ask that you try your best to keep your designs realistic. For example: A picture of a LW with 5 Eteks stuffed into it is not only incredibly unrealistic, it’s also pointless due to the limit of the weapon stat. Similarly, a SHW with a 3:1 reduced mag motor for lifting will still lift, but will be highly unrealistic. Also, if you plan on using uncommon technology (i.e. Hydraulics, Omni-drive, Turbo and EFI engines) please have the decency to know how they actually work.
Administrators reserve the right to modify a bot’s individual stats based on discrepancies with the picture of the design. The administrators also have the right to reject any robot submission, stat allocation or design aspect that is considered to be unfair or exploiting the rules in any way.

3 Stats

3.1 Numbers and Limits

3.2 Speed

This stat will cover 3 separate but related functions. These are linear (straight line) speed, rotational (turning) speed, and acceleration.

3.3 Torque

Torque will govern pushing power and plays a role in the ability to accelerate in general.

3.4 Traction

Traction will govern traction, turning acceleration, and control.

3.5 Armor

This stat has been rather loosely translated in the past, and hopefully these rules will keep armor under control. This rule will cover passive armor, active armor, weapon armor, and knockout probability (self and opponent inflicted). For any armor to be given any bonuses at all, (minus FBS shells) the total amount of armor receiving bonuses must not exceed 1/3 of the total armor on the robot as decided by the moderators and/or competition director.

3.6 Weapon

If you have a design for a weapon not listed here, submit it to the moderators and/or competition director for approval and final decisions. All approved designs will be added to this rule set.

3.6.1 Multiple Weapons

Robots can have a maximum of 3 working weapon attachments at one time, but any robot using multiple active weapons will be reduced in weapon power. There is no bonus for independent multi-weapons, other than the weapon armor bonus for any weapons over 5 points in power.

3.6.2 Scrimechs

Scrimechs (self-righting mechanisms) that serve no other function are still counted like any other weapon. Scrimechs require only 1 point to function, as opposed to lifters that serve offensive purposes.

3.6.3 Passive Weapons

Passive weapons are any weapon that requires no weapon power to use. This includes but is not limited to rammers, static spikes, overhead thwacks, “dumb” thwacks, and any other static or non powered offensive device.

3.6.4 Active Weapons

4 Damage Calculations

Knockout probability and Damage govern how much damage a robot might take from a specific weapon, and whether it would knock it out or not. This guide only serves for general “damage dealing weapons” such as spinning discs, bars, hammers, crushers, etc. Obviously a flipper isn’t going to scratch anyone.
The damage a robot takes essentially is determined by three factors. The robot’s armor, the weapon power of the robot attempting to damage it, and the level of resistance of the area being hit (a sharp corner vs a smooth surface for instance).

4.1 Corner Damage

This is defined by a spinning weapon hitting a “corner” of a robot (where two surfaces meet at close to a 90 degree angle). What is and isn’t a corner is up to writer discretion - there may be two surfaces that meet at an angle larger than 90 degrees, but still considered to be a corner. Hitting a corner will result in the other robot getting spun away. Corner damage is also applied for hits from piercing weapons on any surface.
0 – Nothing. No chance of a knockout. The weapon will emit sparks at most.
1 – Minor damage. Scrapes and nicks, bending perhaps but the weapon will not penetrate the armor fully. No chance of a knockout.
2 – Some damage after repeated hits to the same area. Minor penetration. An opening will be formed and after repeated hits the opening will cause the ‘corner damage’ rule to apply to larger sections of the robot. Chance of a knockout only after an opening is formed and there are many repeated hits.
3 – Significant damage. An opening will form right away. Further hits will follow corner damage rules on the rest of the attached panels. Chance of a knockout after many repeated hits.
4 – Severe damage. Knockout potential threatened after multiple hits.
5+ – Catastrophic damage. Knockout potential threatened on every hit.

4.2 Flat Surface Damage

This is defined by a spinning weapon hitting a flat surface of a robot. Curved surfaces can also be considered flat. Everything that isn’t a corner, is a flat surface. Hitting a flat surface will not result in the other robot getting spun away. Hitting a flat surface will also never result in a knockout. If the point difference is considered large enough,
0-2 – Nothing.
3 – Minor damage. Scrapes and nicks. Same rules as 1 point corner damage.
4 – Some damage after repeated hits. The flat surface bends slightly on impact. Cuts can be formed after repeated hits. If those cuts are repeatedly hits they can be formed into openings, which work under the corner damage rule. Otherwise same as 2 point corner damage.
5 – Significant damage. The flat surface bends noticably on impact. Cuts are formed immediately, and openings will form if those cuts are hit again. Otherwise same as 3 point corner damage.
6 – Severe damage. The flat surface bends significantly on impact. Small openings are formed immediately which then work under the corner damage rule. Otherwise same as 4 point corner damage.
7+ – Catastrophic damage: Large openings are formed immediately, the armor will crumple and buckle against the weapon. No amount of weapon power will cause a one hit knockout against a flat surface, but once the opening formed, knockout potential is threatened on every hit to that opening.

4.3 Overhead Striking Weapons, All Surfaces

<0 – No damage: Axe bounces off the armor.
0 – Minor Damage:
1 – Some damage:
2 – Average Damage:
3 – Significant Damage:
4 – Severe Damage:
5+ – Catastrophic Damage:

4.4 Wheel Damage

This is damage caused by a weapon hitting an exposed wheel.
0-2 – Marks and scrapes, bending perhaps but the wheels won’t be compromised.
3+ – Exposed wheels can be torn off from weapon hits. A KO is possible if wheels on both sides of the robot are torn off.

4.5 Internal Self-Damage

If a robot has more points in weapon than in armor, there is a chance that it will do damage to itself when it strikes something with its weapon.
0-4 – If a robot’s weapon power is this many points above its weapon armor, there will be little to no effect on the weapon’s performance throughout the fight. No self-KO chance.
5 – If the weapon power is 5 points above the weapon armor, the weapon will begin showing signs of fatigue, taking longer to spin up toward the end of the match. No self-KO chance.
6 – The weapon will do some internal damage to its own supports and will cease to work after 5 hits. However the rest of the robot will continue to function. No self-KO chance.
7 – The weapon will do internal damage to the entire robot and will cease to work after 5 hits, and will cause loss of drive power on the 5th hit.