12lb Sportsman Weight Class
12 Lb Sportsman class robots are bots the focus heavily on speed, and design, and drivability. An active weapon is still required but it must be something like a crusher, flipper or hammers. no exposed spinning weapon is allowed. The fights tend to focus on driving skill and the ability to operate robot showing aggression.
- All robots must have a weapon lock that prevents any weapons from moving outside of the cage.
- All robots must have a way to turn off power without disassembling the robot.
- All robots must pass a radio fail safe test.
- 12lbs in a fight ready condition. All robots will be weighed prior to their first match.
- Any camera of video equipment weight can be excluded should you have a camera mounted to the robot
- There is a 6lb weight bonus for robots that do not use wheels or tracks for motion
- In the event you are building a multibot, only the heaviest robot needs to be without wheels.
- There is a 2lb bonus for competitors made up for more than 1 robot.
- If more than half of the total weight of the robots is disabled the whole robot is considered disabled
- The maximum weight of any one bot is 110% the weight class limit (for 12lbs this is 13.2lbs.)
- If that bot happened to not use wheels or tracks it it's maximum weight would be 18lbs (12+6lbs)
- In order to achieve the no wheels / no tracks weight bonus only the heaviest bot needs to be without wheels
- The heaviest robot in any multi-bot setup must have an active weapon
- The weight bonuses may be combined for a maximum weight bonus of 6lbs (assuming a wheel-less multibot)
- Robots must be able to fit in a 30"x30"x24" Box in a fight ready condition. The robots may expand or contract during the match
- Robots must use electrical systems that operate at less than 60 volts
- Robots in the sportsman class are NOT required to have an active weapon
- The following weapon types are prohibited
- Spinning Weapons
- Projectiles over 150mph
- Liquids of any kind
- Weapons which purposefully disrupt radio signals
- Strobe Lights
- Weapons which use fire or heat must be able to self light, and self extinguish.
- They should also self extinguish in the event that the connection to the transmitter is lost.
- A weapon is also considering self extinguishing if it flames out after 30 seconds from ignition
- Matches may be stopped if video equipment is being damaged by fire
- Competitors must demonstrate for safety the appropriate respect and precautions when working with flame or heat based weapons.
Bringing Spare Batteries is HIGHLY encouraged. Bot's get a minimum of 20 minutes in between matches for repair and recharge. Rarely is this enough time to recharge a fully dead battery. Bringing spare batteries is highly recomended!! If you let the organizers know your battery size and connector type one week in advance (email@example.com), we will glady provide you with a spare battery for your bot for free. NHRL has a strong prefrence for XT style connectors XT90/60/30.
- 4 People Max
Pushing the rules
These rules describe the absolute limits of what can be done. There is much that is allowed at NHRL that might not be at other events. We actively encourage competitors to think creatively and imagine new robot designs. The following are examples of things are are perfectly legal within the NHRL rules
You are ALLOWED to do this at NHRL
- Robots that use fire or heat as weapon
- Robots powered by an internal combustion engine
- Robots that use compressed gasses
- Robots that are made of fabrics or soft bodies
- Robots that are crusher robots
- Robots that will keep fighting even if their batteries are on fire
- Robots that fly or hover