The Green Shed

Remote War Bots

March 11, 2001

Introduction

I’m a big fan of the classic Robot Wars as seen on PBS. For the last few months I’ve watched “Battle Bots” on Comedy Central. I have to tell you, I’m seriously depressed. Not only is Battle Bots atrocious, it acts like it’s not. For the last couple months I’ve been thinking about an idea for a similar concept on a grander scale. I can my game Remote War Bots (RWB).

Location

RWB will be played in a remote area of the Nevada or New Mexico Desert (the final location has not yet been chosen). The RWB compound will consist of a piece of land two miles square (four square miles total area). The actual playing space will depend on the class of the robots participating. The playing space will range from 100 feet sqaure to the full 4 miles square.

Weight Classes

RWB will consist of five classes of bots:

Micro Class Max Empty Gross Weight: 1kg Mini Class Max Empty Gross Weight: 20kg Small Class Max Empty Gross Weight: 100kg Medium Class Max Empty Gross Weight: 1000kg Super Class Max Empty Gross Weight: None The Largest Empty Gross Weight specified for each class is the most that a bot may weight without power source or weapons attatched. In each class weapons may be any size and mass, but must be launched from a vehicle. Note that a launching platform is considered a building, and thus weapons may be launched from a platform but the platform’s empty weight must be at or below the Max Empty Gross Weight. Terrain

The terrain on the playing field will consist of sand, gravel, rock, asphalt, water, mud and other various substances. The player should not assume a consistency in terrain from battle to battle. The playing area will always have a small river running down the middle of the playing area. The river will be at least 10 feet wide and at least 5 feet deep at its deepest point.

Bots

In RWB all bots are allowed and encouraged. Any type of transportation is allowed, provided it conforms to FAA regulations (if traveling above 3000’ AGL). Every bot must be able to be controlled remotely.

Control

All operators will be housed in a control bunker. Repeaters will be allowed and stations will be set up to place your tower outside the playing area. If your tower must reside within the playing area, it is fair game for desctruction. Repeater towers positioned outside the playing area are not allowed to be destroyed by the enemy purposefully. The judges will determine what is purposeful destruction and what is not. Should a repeater tower be destroyed outside the playing area and the incident be ruled an accident, the play will be suspended until the player can repair or replace his tower. If he cannot do so within 1 hour, the bots will be removed from the playing area and the area will be prepared for the next teams. Play will resume once the tower has been replaced. If the player cannot replace his tower, he must resign and his opponent will be ruled the victor. Power will be provided for control apparati (100 Amps). Repeater towers are limited to 500 watts power output. Direction broadcasting exceptions may be made if the player can demonstrate to judges convincingly that the broadcast truely is directional and the broadcast hardware must be adjusted so as not to cause interference to nearby radio operations (i.e. Government, Aircraft). Other modes of communication are allowed (and encouraged!). However, all communications gear must be inspected by judges to ensure it will not be used as an offensive weapon by the player. The control bunker will be located at a different location depending on the class. Visuals will be provided to the contoller via overhead derigible, long range cameras mounted on surrounding hills, and tower cams mounted around the perimeter of the playing field. The controller is strongly encouraged to provide himself with robots that broadcast their location so that he may have a more accurate understanding of the location of his bots. Within the control bunker the players will not be allowed to see one another or one another’s equipment.

Weapons

The advantage of RWB over other bot war games is the lax restrictions on weapons. The only restrictions on weapons are:

No nuclear weapons (due to the US’s agreement to adhere to a test ban treaty). The yield of a warhead cannot be so large that it could likely cause injury to the controllers. Rest assured that the controllers will be far enough away that should you be able to injure them your bots will have to be destroyed in the process. No organism (biological) weapons Toxic Chemicals must not be radioactive. Large spread chemical weapons (i.e. “crop dusting” your opponent with hydrochloric acid) will be allowed at the judges discretion. Although we admire your creativity, we can’t keep moving to a new site after every battle, and most bots don’t do well driving on a sea of acid. =) Unique forms of weapons are allowed and encouraged.

Gameplay

Gameplay will begin with each player positioning his bots at the designated starting locations on his side of the playing area. Play will commence at the judges signal. Play will continue until the first of the following is reached:

A 1 hour time limit, after which a 10 minute sudden death round will occur. Complete Immobilization of the enemies bots. Should the one hour time limit be reached, a sudden death round of 10 minutes will be played during which the boundries of the playing area will be reduced to the next smallest weight class (in the case of the micro class play will finish on one side of the river). Complete immobilization occurs only when a bot is incapable of operating in an upright position. Turning a bot upside down does not count as killing it. It must not be able to operate in any significant way when uprighted. Should all the enemies bots be turned upside down the player will have a five minute period during which he may attempt to immobilize the bots. Shoudld he fail to immobilize his enemies bots, each player may right his upside down bots and play will continue. Should the time limit be reached or each side expire it’s weapons, a judge’s decision will be made as to the winner. Winner’s will be judged on a 100 point system. 5 judges will destribute 20 points to both players. 5 each in the areas of strategy, grace, aggressivness, and intelligent control. The winner will move on up the bracket, the loser down. A final winner will be found in each category, and the prize awarded (a prize has not yet been chosen, but suggestions have been money, a hummer, a ballistic missile, and a jet).