Combat Robotics League
Combat Robotics League
β οΈ WEAPON LOCKS REQUIRED AT ALL TIMES OUTSIDE THE ARENA / TEST BOX β οΈ[cite: 3] β οΈ MANDATORY SAFETY CHECK & WEIGH-IN BEFORE ENTERING THE ARENA β οΈ[cite: 3]
π First Event β Wednesday, September 16, 2026
|
It's official β GRM's first Combat Robotics event is happening as part of Grand Rapids Tech Week. This is the finish line for our founding season. Whether you're fighting, helping, or just watching, come be part of it.
|
π€Ί Competing? RSVP here
Fill out the RSVP form so we know you're fighting and can plan the day: π Tournament RSVP Form
This RSVP is in addition to league registration (see League Overview & Registration below) β registration gets you into the league, this RSVP tells us you're fighting on Sept 16.
There are no set match times or blocks. The event runs as grudge matches, so arrive as early as you can to guarantee you get fights in β the earlier you're through safety and weigh-in, the sooner and more often you can fight.
π Volunteers needed
An event this size runs on a few extra hands β none of these roles require technical skill, and volunteers can be competitors' friends/family, members, or anyone who wants in. Mark your interest on the Tournament RSVP Form:
- Judges β watch the fight and help call the close ones (a couple needed).
- Weigh-in β check bots against the weight table and mark them cleared.
- Check-in β sign people in and confirm they're registered and paid.
- Safety inspection β check bots in the test box and mark them safe.
- Floater(s) β one or two people to fill gaps and lend a hand wherever needed.
π Just want to watch?
Spectators are very welcome β bring friends! Please RSVP at the Tech Week event page so we get a rough headcount: ποΈ Spectator RSVP (Tech Week page)
β οΈ Minors must be accompanied by a parent or guardian.
Event Format (Grudge Matches)
This event runs as grudge matches, not a single-elimination bracket. This keeps things flexible for the evening time slot and lets everyone fight as much as they want.
- No set arrival time. Arrive as early as you can β fights start as soon as two bots are through safety and weigh-in and want to fight (expected around 4:30 PM).
- How pairing works: Ready robots line up on the open section of the arena table. You're matched with whoever else is ready. To fight someone specific, line your robots up next to each other.
- To be "ready": Your robot must have passed safety and weigh-in and be placed in line, charged and good to go. If it's your turn and you're not ready, the next bot in line goes.
- Fight as often as you want. Get back in line as many times as you like for as many fights as you want.
- Rumble to finish: The night ends with a rumble β as many robots as are still running and want in.
β±οΈ Repair time between your fights
If your robot needs repairs before it fights again, you can claim it. A minimum of 20 minutes will be set aside for a competitor to prepare for another fight if they want it. This is optional β if you're ready, you fight; if you want the time, it's yours. It does not hold up the line: other ready bots keep fighting while you work.
Example: Fighters A and B fight. B needs repairs and wants to fight F later on. Fighters C and D can start their match right after A and B, and B can work on their robot in the meantime β then get back in line when ready.
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].
| π€ Join the Combat Robotics League |
|---|
|
Official Rules & Documentation
| Document | Description | Link |
|---|---|---|
| GRM Construction & Building Rules | Official Grand River Makerspace Plastic Antweight build specifications & material allowances. | π View Building Rules PDF |
| Zeke's Judging Criteria | Match scoring breakdown, damage assessment (Drive vs. Weapon), and tiebreakers. | π View Judging Criteria PDF |
| GRM Match Rules v1 | Load-in/out procedure, match duration, un-sticks, KOs, pins, tap-outs, and emergency protocols. | π View Match Rules PDF |
| 9/16 Attendee Guide | What-to-expect guide for the September 16 event β competitors, volunteers, and spectators. | π View 9/16 Attendee Guide 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]. π‘ 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].
π 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].
- 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[cite: 3].
β‘ 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: 2 minutes (or until KO / Tap-Out)[cite: 1].
- Time Between Matches: A competitor may claim a minimum of 20 minutes between their own matches to repair before fighting again. This is optional and competitor-invoked β ready bots are never held back waiting on it (see Repair time between your fights).
- Load-In / Load-Out: Bots load in in a fixed order β robot in weapon-away, power on, weapon lock off, both doors closed, transmitters on, then functionality test. Load-out reverses it: driven to the door, transmitters off, doors open, weapon lock on, robot off. Never drive a bot or spin a weapon with the doors open. Lifters and wedges may be driven out of the box without a weapon lock.
- Knock-Outs (KO): A robot unable to demonstrate controlled translational movement for 10 seconds is declared knocked out[cite: 1]. An exposed battery is an immediate KO loss.
- 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: Each bot gets one un-stick, but only if the opposing robot did not cause the immobilization. Only the driver of the stuck robot may call it, and the cage manager decides if it applies[cite: 1].
- Tap-Out: A driver may tap out at any point β by hitting the side of the cage or verbally (loud enough for the cage manager to hear) β to concede the match and protect their robot from further damage[cite: 1].
Judging Criteria
If a match goes the full 2 minutes without a knockout or tap-out, the winner is decided by the judges using an 8-point damage scale[cite: 1, 2]. Points are awarded for damage taken β the bot with fewer points wins.
| 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] | 1β2 pts awarded to opponent[cite: 2] | 2β4 pts awarded to opponent[cite: 2] |
Tiebreaker Rules
In the event of a points tie:
- The robot that lost drive functionality first loses the tiebreaker[cite: 2].
- If drive loss timing is identical or unclear, the judges will award the win based on aggression and arena control[cite: 2].
- If still completely tied, the winner is determined by a single game of Rock, Paper, Scissors[cite: 2].
