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This Shaastra experience high adrenaline levels as fierce monstrous robots battle it out for supremacy. Expect intense competition as teams fight it out in the hell-cell and unleash their fury. Definitely not for the weak hearted!! Intense Matches, Fierce competition, Destruction and Glory! A gladiator game, where a battle will decide your fate. They will spread mayhem and destruction and all hell will be let loose. A wide range of Weapons will flood the arena which the teams can use to annihilate their opponent. Watch out this Shaastra as the war begins and all hell is let loose!! Come, be a part of the extravaganza and have a blast!

Design a wired/wireless, manually controlled machine that is capable of totally overpowering its opponent on the war-front and push it onto the various weapons (pushers, flappers, wedges) which will be present on the arena.

2.1 Each team can have maximum of five members. 2.2 During the match only two team-members will participate in competition, one member will control the bot and the other member will control the arena weapons (pushers & flappers). Teams are allowed to switch members in different matches.

2.3 Setup time: 60 seconds. 2.4 Match duration: 6 minutes. 2.5 Winning criteria: Team can either win by direct knockout or if the time runs out and there's no knockout or both bots are inactive, the winner will be decided by the final points (points are earned by attacking opponent team with arena weapons, point system will be briefly described in the Scoring section) 2.6 A robot is declared immortal/victorious if its opponent becomes totally inactive. A robot will be declared inactive if it cannot display any movement for a time period of 30 seconds. Also look at the retry section. 2.7 First round (league match): First round would be a league match where teams will be divided in the groups of three. Every team in a group will battle against the other two. The team with highest wins will go to the next round. In case of a tie, there will be a tie breaker match where all three teams will battle against each other and the winner will go to next round. 2.8 Knock out rounds : Further rounds will be knock out rounds where Teams will be divided in the group of two's and the winner of the match will go to the next round. The final match: The final match will be a knock out match except the match duration will be 10 minutes. 2.9 Arena weapons cannot be used in tie breaker round, but can be used in every other round.

3.1 Bot Specifications: 3.1.1 Bot dimension & fabrication: The initial dimension of bot should not exceed 60cm x 60cm x 60cm. However there is no limitation on bot dimension once the match starts. Any machine component should not be detached (intentionally) during any point of the war. The weight of the machine should not exceed 25 kgs. (Excluding remote control and remote control wires). In case of a wireless bot weight will be counted as (0.8x actual weight). Readymade gear boxes, parts, chassis, control circuits and remote control can be used. Bot control: In case of wired bots, the wires should remain slack at any instant during the fight. All the wires coming out of the machine should be stacked as a single unit. Also, the wires should be projected 1000 mm above the ground to avoid entanglement. In case of wireless system, it should have a minimum four frequency remote control circuit or two dual control circuits or a transmitterreceiver paired module so that the frequency interferences with opponent team can be avoided (in case of any interference in the wireless systems, they will not be considered for rematch or in the results). Remote controls that are readily available in the market may also be


used. 3.1.3 Battery & power: The machine can be powered electrically only. Use of an IC engine in any form is not allowed. Batteries must be sealed, immobilizedelectrolyte types (such as gel cells, lithium, NiCad, NiMH, or dry cells). The electrical voltage at any point of time in the machine should not exceed 40 V DC/AC. 230V (AC) power will be provided.(wired bots) In case of wireless bot batteries should be placed on the bot also teams cannot use 230V(AC) external supply. In case of wired bots teams can use external batteries. All efforts must be made to protect battery terminals from a direct short and causing a battery fire, failure to do so will cause direct disqualification. Mobility: Methods of mobility include3.1.4.1 Rolling (wheels, tracks or the whole robot). Non-wheeled robots having no rolling elements in contact with the floor and no continuous rolling or cam operated motion in contact with the floor, either directly or via a linkage. Motion is "continuous" if continuous operation of the drive motor(s) produces continuous motion of the robot. Linear-actuated legs and novel non-wheeled drive systems come under this category. Jumping and hopping is not allowed. Flying (using airfoil, helium balloons, ornithopters, etc.) is not allowed. Pneumatics and hydraulics: Participants can use pneumatic and hydraulic weapon systems but use of external pressure/ liquid cylinders are not allowed. Cylinders should be placed on the bots. The outlet pressure of the source/tank should not exceed 8 bar. Robots can use pressurized, non-inflammable gases/liquid to initialize their pneumatic mechanisms. The used pressure should be indicated by means of temporarily fitted pressure gauge or there should be a provision to measure the cylinder pressure on the bot. The storage tank and pressure regulators used by teams need to be certified and teams using pneumatics are required to produce the Safety and Security letters at the Registration Desk at the venue. Failing to do so will lead to direct disqualification. You must have a safe way of refilling the system and determining the on board pressure. All pneumatic components on board a robot must be securely mounted. Particular attention must be made to pressure vessel mounting and armor to ensure that if ruptured it will not escape the robot. The terms 'pressure vessel, bottle, and source tank' are used interchangeably. Weapons Systems: Robots can have any kind of cutters, flippers, saws, hammers, lifting devices etc. as weapons, with the following exceptions: Liquid projectiles



3.1.6 3.2 Arena specifications: 3.2.1

Acid based Weapons EMP generators Any kind of flammable liquid Flame-producing weapons Any kind of explosive material. Nets, glue or any other entanglement devices High power magnets or electromagnets Radio jammers

Arena dimensions : Arena will be a hexagonal wooden plane surrounded by small concrete blocks and wire mesh. For more information check the figure. 5% error could be present in actual track.


Arena weapons: There are three types of arena weapons. These three weapons are placed symmetrically on the six sides of arena. Wedge: it is a metallic wedge placed on the arena. Check the figure for dimensions. Teams can use wedge to push the opponent bot from a higher ground. Pushers: Pushers are pneumatically controlled weapons. It is mounted on the vertical side of the wall and can be used to push the opponent with heavy force. Flappers: Flappers are also pneumatically controlled weapons. It is fixed on the arena base. Bots can be pushed in the vertical direction using flappers. Flappers and Pushers are centered along the wall.


Points are earned by attacking opponent team with arena weapons. In case of no knock outs or if both bots are inactive, winner will be decided by points criteria. 4.1 Wedges are common for both teams; pushing opponent bot over the wedge will earn 10 points. Teams can use any wedge inside the arena. 4.2 Pushers: There are two pushers in the arena; each pusher is controlled by a team. Using pusher on opponents bot will earn you 5 points. 4.3 Flappers: There are also two flappers in the arena; each flapper is controlled by a team. Using flapper on opponents bot will earn you 15 points. 4.4 There are no negative points for pushers and flappers that is; if a teams bot gets hit by its own flapper or pusher no negative points will be given. However, because the wedges are common; if the bot falls off any wedge opponent team will get 10 points. 4.5 In case of pushers and flappers, points will be awarded only if it has some considerable impact on the opponents bot and will be decided by the event coordinators.


5.1 If the bot operator is seen to be using the wire from the controller to pull, move or hold the bot, i.e. if the wire becomes taught at any point, the team will be disqualified. 5.2 All efforts must be made to protect battery terminals from a direct short and causing a battery fire, failure to do so will lead to direct disqualification.


6.1 If the opponents bot gets toppled over by arena weapons (pusher, flapper or wedge), team can get them back on their wheels again. 6.2 But team can use only two retries in a match. 6.3 However if the bot gets toppled over by opponents bot, teams cannot ask for retry.


7.1 Compliance with all event rules is mandatory. It is expected that competitors stay within the rules and procedures of their own accord and do not require constant policing. 7.2 The machine would be checked for its safety before the competition and the team would be disqualified if their machine is found unsafe. 7.3 Participants are expected to abide by the rules & should co-operate with the organizers. 7.4 If you have a robot or weapon design that does not fit within the categories set forth in these rules or is in some way ambiguous or borderline, please contact the event organizers. Safe innovation is always encouraged, but surprising the event staff with your brilliant exploitation of a loophole may cause your robot to be disqualified before it even competes. 7.5 All participants build and operate robots at their own risk. Combat robotics is inherently dangerous. There is no amount of regulation that can encompass all the dangers involved. Please

take care to not hurt yourself or others when building, testing and competing.