Weight Classes:

Wheeled

Shuffler

Walker

150 gram Fairyweight < = 150 g < = 225 g < = 300 g
1 lb Antweight 150.1 g - 1 lb 225.1 g - 1.5 lbs 300.1 g - 2 lbs
3 lb Beetleweight 1.1 - 3 lbs 1.6 - 4.5 lbs 2.1 - 6 lbs
12 lb Hobbyweight 3.1 - 12 lbs 4.6 - 18 lbs 6.1 - 24 lbs
15 lb Mini-iQ Education
High School and College Teams Only
< = 15 lbs < = 22.5 lbs < = 30 lbs
30 lb Sportsman 12.1 - 30 lbs 18.1 - 45 lbs 24.1 - 60 lbs
30 lb Featherweight 12.1 - 30 lbs 18.1 - 45 lbs 24.1 - 60 lbs

60 lb Lightweight

30.1 - 60 lbs

45.1 - 90 lbs*

60.1 - 120 lbs*

120 lb Middleweight 60.1 - 120 lbs 60.1 - 120 lbs* 60.1 - 120 lbs*

 

*The maximum weight allowed is determined by the limitation we place on the arena. The weight cap for the arena, to be used at Motorama, is 120 lbs. Therefore Lightweight walkers can weigh up to 120lbs, while Middleweight shufflers and walkers get no weight bonus. Other arenas we use may have higher or lower weight caps, which will affect weight bonuses accordingly.


Wheeled:
A robot is considered to be wheeled if those parts of the robot which touch the ground and either cause it to move or support some or all of its weight undergo unrestrained rotation around a horizontal axis during the normal operation of the robot's drivetrain. This includes all forms of wheels (including noncircular, spoked, or offset-axis wheels) as well as continuous track or belt drive systems.

Examples: Every wheeled or tracked robot out there. Also Mongus and Little Slice

Robots that rely on a thrust method other than mechanical friction with the floor (such as thrust-generating fans, electromagnetic interaction with the surroundings, or reaction forces from gas jets or hurled projectiles), will not be considered walkers or shufflers. This is true even if the robot rests on an air cushion or skids rather than wheels.

Robots that float or fly are not allowed. Hovercraft  robots are allowed, but are subject to wheeled weight limits. A jumping bot that has no wheel driven locomotion and otherwise conforms to the walker definitions may receive the walker weight bonus. Keep in mind, the controlled movement and minimum speed requirements must be met.


Shuffler:
If a robot is supported and/or propelled by parts that do not normally undergo continuous unrestrained rotation around a horizontal axis, but uses a system of mechanical devices such as cams or crankshafts to generate reciprocating motion of those parts from one or more continuously rotating drive shafts, it will be considered a shuffler. The defining feature of a shuffler (versus a walker) will be the ability to generate continual forward motion of the robot from continual rotation of its drive motors. Shufflers typically have electrical control systems indistinguishable from those on wheeled robots.

Shufflers may weigh up to 50% more than their standard class weight limit.

Examples: Phelan, Nemesis, Pressure Drop, Son of Whyachi, Reflex, Belladonna, Kung Fu Cow


Walkers:
Walkers are those robots in which multiple linear or limited-travel rotary actuators are intermittently driven to produce linear travel of the robot. Actuation may be through electric, pneumatic, or hydraulic means. Walkers must have no parts normally in contact with the ground undergoing continuous rotation, and must require some change in timing or sequencing of the driving mechanisms in order to reverse direction. Walkers will typically have control systems significantly more complex than those found on shufflers or rollers, involving multiple actuators, servos, or valves running through a specific sequence to produce motion.

Walkers may weigh up to 100% more than their standard class weight limit.

Examples: Mechadon, Snake, Lock Nut Monster, Ixion, Lurch

If you are unsure which category your design falls, please email a detailed diagram of your design and a detailed explanation of its mechanical principals to robotconflict@gmail.com for approval before building.


Minimum speed:
150 gram, Antweights and Beetles have no minimum speed requirement.

All 12 lb and heavier bots must be capable of a linear speed of 16 feet per minute. This requirement must only be met during initial inspection. This rule is not a means to disqualify any competing bot or to determine the winner of a bout.


Multi-bots:
Multi-bots are legal. They do not need to 'snap' together in any way, but they do need to conform to all rules and regulations. If all members of the multi-bot team are walkers, they follow the walker weight limit. Multi's that are a mixture of walking/rolling robots follow rolling weight guidelines.

Example: A 12 lb multibot consisting of a Roller/Walker is allowed 12lbs total. A 12 lb multibot consisting of a walker/shuffler is allowed 18 lb. A 12 lb multi-bot consisting of two walkers receives a 24lb allowance.

Multibot knockout:
The entire multibot will be considered KO'd if 50% or more of the bot by weight is KO'd. Each section of a multi-bot will be weighed separately and the judges and opponent will be informed of the weights. A portion of the multi-bot may not compete in another weightclass during the same competition.

Example: A 12 lb bot may not be entered in the 12 lb bracket AND also as part of a 30 lb multi-bot.


30lb Sportmans Class:
The rules in this section apply only to the 30lb Sportsmans Class. These rules do not apply to the full combat 30lb Featherweight class or any of the other weightclasses. A bot that qualifies for the Sportsman's Class is not restricted to that class. It may be entered in the Open Class if the builder desires. However you may not enter the same bot in both the Open and Sportsman's classes during the same competition.

The rules listed below are not exhaustively written to account for every possible circumstance. We will do our best to explain our intent, and it will be your job to remain within that intent. If we feel that a design or feature is exploiting the intent of the rules or the spirit of the class, we will disqualify it without hesitation. Certain requirements or limitations are intentionally vague. You should not design your bot to push the limits of the rules. But rather, you should intentionally build with the following simple guidelines in mind:

Must have active weapon or device
Your bot must include an active weapon or device. These include but are not limited to lifters, hammers, clamps, spinning weapons (within limitations, see below), etc. Weapons such as a fixed spike that require the movement of the bot to function do not qualify as active weapons.

NERC reserves the right to disallow any robot that is deemed to have an ineffectual or token weapon.

In summary the robot’s drive train is not the weapon.

Wedges and wedge like features are now permitted in the sportsman class.
However wedges will now be divided into 2 types. Active and passive wedges.

An active wedge is a wedge that is articulated in some means other than the drivetrain to control the target robot. Active wedges have no restrictions on shape or design.

A passive wedge is any wedge that does not fit into the active type. Passive wedges are restricted in the following way. Each robot may only have a single passive wedge like feature where the leading of the wedge or tip of the wedge-lets form a single straight line. The other faces of the robot shall either provide a ½” ground clearance or be perpendicular within 1” of the floor.

Examples:
Dustpans made of a multitude of spikes (Megatron, passive forms of Stinger: The Killer Bee's lifter forks) are now permitted.

Multiangle plows like those of Karcas or Whoops! (anti Last Rights attachment) would only be allowed of they complied with the ground clearance or perpendicular requirements on the side faces.

Biohazard skirts would not be allowed.

Tazbot outriggers would only be allowed if the tips formed a straight line. Otherwise the outriggers would need to comply with the clearance or perpendicular requirement.

Multi segment wedges like Raging Scotsman or Original Sin are permitted.

Multi angle wedges like those on many vertical disc type bots (Algos, Mr. Croup, Big Ripto, Also Riptoff and d2 kits) would only be allowed if the side angles complied with either the clearance or perpendicular requirements.

Do not attempt to skirt the spirit of the class or your bot will be disqualified.

Limitations on spinning weapons
Another goal of this class is to eliminate the high energy destructive spinning weapons and to encourage robots dedicating their weight allowance to more complex and creative weapons that typically cannot survive in the traditional weight classes. Weapons that have portions that are exterior to the robot envelope and rotate more that 360 degrees are limited to rotating at tip speed of less than 21ft/sec or storing no more than 200 joules of energy.  Below is a table showing the different RPM limits of weapons of various weights and diameters
.

RPM Chart
Click chart to enlarge.

If you have any questions about the legality of a weapon you can read or post on the NERC facebook group: https://www.facebook.com/groups/NorthEastRoboticsClub/

or email NERC: robotconflict@gmail.com

Standard NERC rules apply
Unless otherwise stated, all other standard NERC rules will apply. This includes walkers and their weight bonuses.

NERC reserves the right to alter these rules at any time.

If you are uncertain whether your bot meets the requirements of this class, it is suggested that you contact NERC officials prior to building or entering your bot. Otherwise there is a strong possibility that your bot will not be allowed to compete even if it is registered and present at an event.


Radio control requirements:
Robots must be radio controlled and use ground frequencies (27/49/50/75/900). These are the ground frequency bands and is a matter of federal law. Tethered control is not allowed.

AM radios are only allowed on 150 g or Ants with non-active weapons. Active weapons include, but are not limited to, lifters, spinning weapons, actuated spikes or hammers.

AM is not allowed on 150 g or Ants with active weapons, or on any 3lb or heavier bots.

Failsafes are recommended, but not required on 150 g and Ants with weapons.

All 3 lb and heavier bots must have a failsafe for weapon and drive. When the drivetrain and weapon are powered and the radio transmitter is then turned off, the drive and weapon must come to a stop and remain motionless.

Having two or more frequencies available is STRONGLY recommended. If alternate frequencies are not available and a conflict arises, one robot may forfeit voluntarily or a coin toss may be used to determine the winner.

Radios may not be turned on for any purpose without obtaining the appropriate frequency clip from the frequency board.


Master kill switch:
All bots must have a manually operated master kill switch or removable link. This switch or link will shut off main weapon and drive power. Simply turning off the receiver is not sufficient. A remotely operated relay or contactor to break main power does NOT fulfill the killswitch requirement. The switch or link must be quickly and easily accessible. Having to remove armor panels etc. to access the switch is not acceptable.

A single switch or removable link is preferred, but two switches/links will be allowed if they are easily accessible.


Power sources:
Batteries must be sealed, immobilized-electrolyte types (such as gel cells, lithium, NiCads, NiMH, or dry cells). Internal combustion engines are NOT allowed.


Safety/Inspection:
All entries will be required to pass a safety inspection before competing. All operating principles must be clearly explained and demonstrated during this inspection. All robots must be on some type of 'stand' to keep drive wheels off the ground while in the pit area.

The judges reserve the right to disqualify, at any time, any robot that poses a threat to anything other than the arena surface or its opponent(s). If you have a questionable design, please consult with NERC before constructing your robot.

Weapons must have a safety cover on any sharp edges.

Weapons that could harm a person outside the arena must have some kind of mechanical locking device in case of accidental activation.

There will be absolutely NO testing of robots outside the enclosed arena. Robot weapon testing MUST be carried out under the supervision of a NERC official with the appropriate frequency clip.

Robots running pneumatics or hydraulics must stay within the specified ratings of the system parts. Documentation and proof of operation will be required. A gauge to display operating pressure is required. All pneumatic and hydraulic systems must be approved by a NERC official. Contact NERC PRIOR to the event with your system's specifications.


Banned weapons include:

- Liquid projectiles
- Any kind of flammable liquid.
- Flame-based weapons.
- Any kind of explosive or intentionally ignited solid.
- Nets, tape, glue, or any other entanglement device.
- Radio jamming, tazers, tesla coils, or any other high-voltage device.
- Un-tethered projectiles.
 

Tethered projectiles are allowed with a maximum tether length of 4 feet.


Combat and the Arena:
Match brackets will be generated randomly.

Each driver may only enter one bot per weightclass. A team may enter unlimited bots per weightclass, as long as there is a dedicated driver for each bot.

The arena, at a minimum shall be a painted plywood surface, surrounded by a four-foot high polycarbonate shield. The top will be closed off by a layer of polycarbonate to catch any debris that may try to exit through the top. The arena shall be raised off the ground for visibility.

The 24' x24' arena has a 1/8" steel floor painted with traction paint. It is fully enclosed by 1" thick polycarbonate on the lower 4' and 1/2" thick polycarbonate above that.

150 g and Antweights will fight on an arena insert that is 4'x4' and raised 6" off the floor of the host arena. There will be 12" openings centered along each wall to allow antweights to be pushed out of the arena to the floor.

Any robot, which comes into contact with the floor outside the arena, will be declared defeated.

At the start of a combat round, all electric motors must be stopped. Any exposed rotating devices must be stationary.

During combat, no part of the operator's body or their remote antenna or any other device may penetrate the arena surfaces during combat. Interfering with a combat under way will be grounds for immediate disqualification.

After a match is over, any dropped or thrown objects must be cleaned up, by the operator responsible, to the best of their ability.

It is expected that the arena surface may become damaged during the course of the competition. Plan your robot's drive system accordingly. Being hung up on a damaged or irregular spot in the arena will count as immobilization.

The Officials reserve the right to declare a match over at anytime. The word of the officials is final.

If a burning robot is judged to pose a threat to the audience or arena, the match will be paused until the arena is made safe. If the robot is still mobile, the match will be continued. If it cannot be extinguished to the satisfaction of the officers, it will be declared defeated, even if still mobile.

A competitor will be declared immobile if it cannot display linear motion of at least one inch in a timed period of 30 seconds. A bot with one side of its drivetrain disabled will not be counted out if it can demonstrate some degree of controlled movement. A bot that is completely motionless will be KO'd after a 10 second count.

If a part of another robot becomes entangled in its opponent and cannot be freed within 15 seconds, the match will be paused until a NERC official removes the entangled piece

A bot may not lift, hold, or pin its opponent for more than 15 sec.

 

Combat:
- Two robots shall be placed in opposite corners of the arena.
- The objective of each will be to disable its opponent by any means within the rules.
- If both bots are still mobile, when the match time is up, the judges will call the winner based on aggression, damage, and strategy.
- 150 g and Antweight matches will be 2 minutes in length. All other weight classes will fight 3 minute matches.

 

Melee:
- All surviving robots will be placed in the arena to battle simultaneously.
- The winner will be the last one still moving.
- If 5 minutes go by and there is more than one bot still moving, the winner will be declared by the judges.

 

Separate winners will be announced for each event (combat, and melee). Competitors are not required to compete in all events.

Format of combat rounds will be double, or single elimination depending on the number of competitors. This will be announced at the beginning of the competition.

Not all weight classes will be represented at every event. Weight classes that will be competing will be announced prior to the event.

Example: An event may consist of Antweight and 12lb bots only, or 12lb and 30lb bots only.


The format of the event and weight classes will be spelled out along with any other information needed in the event guidelines. These will be emailed 2 weeks prior to the competition to all registered competitors. Please be on the lookout for this as it will contain necessary information such as arrival times, check-in procedures, etc.

Due to insurance concerns, Minors under the age of eighteen attending a NERC event without a parent or guardian may be required to complete a special release. Please contact NERC for further information.