Combat Robotics League

From Grand River Makerspace Wiki
Revision as of 18:16, 16 August 2026 by Chris (talk | contribs)

Combat Robotics League

⚠️ WEAPON LOCKS REQUIRED AT ALL TIMES OUTSIDE THE ARENA / TEST BOX ⚠️[cite: 3]

⚠️ MANDATORY SAFETY CHECK & WEIGH-IN BEFORE ENTERING THE ARENA ⚠️[cite: 3]


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[cite: 3].

🤖 Join the Combat Robotics League
  • 📅 1st Tournament Date & Time: Wednesday, September 16, 2026 from 4:00 PM – 8:00 PM at Grand River Makerspace
  • League Registration Fee: $50 per participant
  • Sign Up Online: 📝 2026 Combat Robotics League Signup Page (Signups will also be sent to everyone via email)
  • Class: 1 lb Plastic Antweight (FDM 3D printed frames/weapons)[cite: 3]
  • Volunteers Welcome: Not competing? We are always looking for volunteers for weigh-ins, safety inspections, judging, and announcing!

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)[cite: 3].

Locomotion Type Bonus Multiplier Maximum Weight
Rolling (Wheels, tracks, rolling chassis)[cite: 3] 1.0x[cite: 3] 1.00 lb (454 g)[cite: 3]
Shuffler (Rotational cam-operated legs)[cite: 3] 1.25x[cite: 3] 1.25 lb (567 g)[cite: 3]
Non-Traditional (Bristle/torque drive, gyro walker, ground effect)[cite: 3] 1.5x[cite: 3] 1.50 lb (680 g)[cite: 3]
Walker (Linear-actuated legs, non-continuous rolling elements)[cite: 3] 2.0x[cite: 3] 2.00 lb (907 g)[cite: 3]

Materials & Build Specifications

The spirit of the Plastic Antweight class is rapid iteration via desktop 3D printing[cite: 3].

Category Permitted / Recommended Prohibited / Notes
3D Printed Parts
(Frames, armor, weapons)
Allowed: PLA, PLA+, PET, PETG, ABS, ASA (Must be FDM/FFF printed)[cite: 3].
💡 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[cite: 3].
Post-Processing Painting or marking solely for aesthetics is allowed[cite: 3]. Annealing, boiling, chemical/acetone vapor smoothing, or treatments that artificially increase impact resistance are prohibited[cite: 3].
Traction Elements COTS rubber wheels/tires, custom cast rubber, foam wheels, rubber coatings[cite: 3]. Bristles for bristle-drives may use TPU[cite: 3]. Traction magnets or downforce magnets are strictly prohibited[cite: 3].
COTS Hardware
(Commercial Off The Shelf)
Motors, ESCs, receivers, batteries, bearings, shafts, fasteners, and adhesives[cite: 3]. COTS parts may not be used as armor, counterweights, or weapon impactors/teeth[cite: 3].
Weapon Types Active spinners, lifters, flippers, grabbers, tethered projectiles (max 8 ft)[cite: 3]. No heat/fire, untethered projectiles, entangling devices (nets/strings), liquid/foam, or RF/electrical jamming[cite: 3].

Safety & Power Requirements

All robots must pass safety inspection prior to fighting[cite: 3].

🔒 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[cite: 3].
  • Exemptions: Non-kinetic weapons (passive wedges and lifters) do not require a weapon lock[cite: 3].

⚡ 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[cite: 3].
  • 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[cite: 3].
  • Power Indicator: Robots must feature a clearly visible LED power light indicating when main battery power is active[cite: 3].
  • Battery Safety: Non-spillable batteries only (LiPo, LiFe, NiMH)[cite: 3]. Terminals must be insulated against direct shorts[cite: 3].

Match Format & Rules Summary

  • Match Length: 3 minutes (or until KO / Tap-Out)[cite: 1].
  • Knock-Outs (KO): A robot unable to demonstrate controlled translational movement for 10 seconds is declared knocked out[cite: 1].
  • 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[cite: 1].
  • Un-Sticks: One modified un-stick per bot is allowed if bots are tangled or stuck without opponent fault (determined by the referee)[cite: 1].
  • Tap-Out: A driver may verbally tap out at any point to concede the match and protect their robot from further damage[cite: 1].

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[cite: 1, 2]:

System Fully Functional Partially Functional (Half Points) Fully Disabled
Drive System (4 Pts Max)
(Left Drive = 2 pts, Right Drive = 2 pts)[cite: 2]
0 pts awarded to opponent[cite: 2] 1 pt awarded to opponent per side[cite: 2] 2 pts awarded to opponent per side (4 pts for total loss)[cite: 2]
Weapon System (4 Pts Max)
(Single weapon = 4 pts; Dual systems = 2 pts each)[cite: 2]
0 pts awarded to opponent[cite: 2] 1–2 pts awarded to opponent[cite: 2] 2–4 pts awarded to opponent[cite: 2]

Tiebreaker Rules

In the event of a points tie:

  1. The robot that lost drive functionality first loses the tiebreaker[cite: 2].
  2. If drive loss timing is identical or unclear, the judges will award the win based on aggression and arena control[cite: 2].
  3. If still completely tied, the winner is determined by a single game of Rock, Paper, Scissors[cite: 2].