Combat Robotics League
Combat Robotics League
⚠️ WEAPON LOCKS REQUIRED AT ALL TIMES OUTSIDE THE ARENA / TEST BOX ⚠️
⚠️ MANDATORY SAFETY CHECK & WEIGH-IN BEFORE ENTERING THE ARENA ⚠️
League Overview & Registration
Welcome to the Grand River Makerspace Combat Robotics League! This league features the 1 lb Plastic Antweight class, designed to be accessible, affordable, and encourage rapid prototyping and experimentation using 3D printing.
| 🤖 Join the Combat Robotics League |
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Official Rules & Documentation
| Document | Description | Link |
|---|---|---|
| GRM Construction & Building Rules | Official Grand River Makerspace Plastic Antweight build specifications & material allowances. | 📄 View Building Rules PDF |
| Zeke’s Judging Criteria | Match scoring breakdown, damage assessment (Drive vs. Weapon), and tiebreakers. | 📄 View Judging Criteria PDF |
| SPARC Match Rules v1.5 | Standard combat procedures, arena load-in/load-out, emergency protocols, and countdowns. | 📄 View SPARC Match Rules PDF |
Weight Limits & Locomotion Bonuses
Weigh-ins occur at the beginning of the competition and at any time deemed necessary by officials. Standard rolling bots must not exceed 1 lb (454g).
| Locomotion Type | Bonus Multiplier | Maximum Weight |
|---|---|---|
| Rolling (Wheels, tracks, rolling chassis) | 1.0x | 1.00 lb (454 g) |
| Shuffler (Rotational cam-operated legs) | 1.25x | 1.25 lb (567 g) |
| Non-Traditional (Bristle/torque drive, gyro walker, ground effect) | 1.5x | 1.50 lb (680 g) |
| Walker (Linear-actuated legs, non-continuous rolling elements) | 2.0x | 2.00 lb (907 g) |
Materials & Build Specifications
The spirit of the Plastic Antweight class is rapid iteration via desktop 3D printing.
| Category | Permitted / Recommended | Prohibited / Notes |
|---|---|---|
| 3D Printed Parts (Frames, armor, weapons) |
Allowed: PLA, PLA+, PET, PETG, ABS, ASA (Must be FDM/FFF printed). 💡 Recommended: Overture Super PLA |
Prohibited: Carbon Fiber blends (CF-PLA, etc.), Glass-filled filaments, TPU/Flex for armor/weapons, metal, UHMW, polycarbonate, or resin 3D printing. |
| Post-Processing | Painting or marking solely for aesthetics is allowed. | Annealing, boiling, chemical/acetone vapor smoothing, or treatments that artificially increase impact resistance are prohibited. |
| Traction Elements | COTS rubber wheels/tires, custom cast rubber, foam wheels, rubber coatings. Bristles for bristle-drives may use TPU. | Traction magnets or downforce magnets are strictly prohibited. |
| COTS Hardware (Commercial Off The Shelf) |
Motors, ESCs, receivers, batteries, bearings, shafts, fasteners, and adhesives. | COTS parts may not be used as armor, counterweights, or weapon impactors/teeth. |
| Weapon Types | Active spinners, lifters, flippers, grabbers, tethered projectiles (max 8 ft). | No heat/fire, untethered projectiles, entangling devices (nets/strings), liquid/foam, or RF/electrical jamming. |
Safety & Power Requirements
All robots must pass safety inspection prior to fighting.
🔒 Weapon Locks & Safe Handling
- Mandatory Weapon Locks: Any robot with a kinetic/spinning weapon must have a dedicated, brightly colored physical locking device installed whenever the robot is assembled outside of the arena or testing box.
- Standard spring clamps (e.g., Harbor Freight 1-3/4" Spring Clamps) work well.
- Exemptions: Non-kinetic weapons (passive wedges and lifters) do not require a weapon lock.
⚡ Radio Failsafe & Power Disconnect
- Radio Failsafe: All active weapon bots must automatically shut off power to drive and spin-down weapons immediately when the transmitter is turned off or signal is lost.
- Manual Power Disconnect: Robots must have an easily accessible mechanical switch or removable power link capable of fully deactivating the bot in under 15 seconds.
- Power Indicator: Robots must feature a clearly visible LED power light indicating when main battery power is active.
- Battery Safety: Non-spillable batteries only (LiPo, LiFe, NiMH). Terminals must be insulated against direct shorts.
Match Format & Rules Summary
- Match Length: 3 minutes (or until KO / Tap-Out).
- Knock-Outs (KO): A robot unable to demonstrate controlled translational movement for 10 seconds is declared knocked out.
- Pins & Holds: Stationary pins are limited to 5 seconds; active pins (moving/sawing) are limited to 10 seconds, after which the attacker must fully release.
- Un-Sticks: One modified un-stick per bot is allowed if bots are tangled or stuck without opponent fault (determined by the referee).
- Tap-Out: A driver may verbally tap out at any point to concede the match and protect their robot from further damage.
Judging Criteria
If a match goes the full 3 minutes without a knockout or tap-out, the winner is decided by the judges using an 8-point damage scale:
| System | Fully Functional | Partially Functional (Half Points) | Fully Disabled |
|---|---|---|---|
| Drive System (4 Pts Max) (Left Drive = 2 pts, Right Drive = 2 pts) |
0 pts awarded to opponent | 1 pt awarded to opponent per side | 2 pts awarded to opponent per side (4 pts for total loss) |
| Weapon System (4 Pts Max) (Single weapon = 4 pts; Dual systems = 2 pts each) |
0 pts awarded to opponent | 1–2 pts awarded to opponent | 2–4 pts awarded to opponent |
Tiebreaker Rules
In the event of a points tie:
- The robot that lost drive functionality first loses the tiebreaker.
- If drive loss timing is identical or unclear, the judges will award the win based on aggression and arena control.
- If still completely tied, the winner is determined by a single game of Rock, Paper, Scissors.
