The Rules.
White hat, Grey hat, Black hat, 3 new classes for 2024.
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We've worked with our friends at BristolBattleBots and SCAR and created a 3 tier system meaning if you have a BAnts bot its legal for our games, all the way up to SCAR / NHRL levels of carnage on the Antscale
The classes are designed to encourage newcomers into BatteBots while also allowing progression to more flamboyant and destructive designs.
Core Rules
Size:
Whole robot must start within a 200x200 square on the arena floor.
Weapon is allowed to overhang by 50mm total ( e.g. single hammer up to 50mm overhang but "helicopter style blade single will only be allowed 25mm on each blade)
Weight:
200g max weight.
+ 25% for shuffle bots
+ 50% for Walkers (must be articulated in 2 planes)
+ 35g for using a Rpi or equivalent SOC in the bot.
Cluster bots % will be applied per bot % e.g. 2 bot cluster with 1 shuffler and one wheeled % will be 25% on that bot OR 12.5% overall.
Materials:
see individual classes
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All entries are at IBBs discretion and these rules are subject to change. Please consult us in advance if you have queries about material choice or size limit.
Remember, by utilising the size or weight bonus you sacrifice making your bot legal in normal ant competitions.
Registering your team is required at least 48 hours beforehand if you wish to compete.
White Hat
This is our intro / non destructive class, with Core rules as a base the limits on this class are as below.
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Materials:
Plastic chassis & weapons materials only. No metals except for fixings, electronics, motors.
"Creative" use of bolt placement may be considered a violation and result in an up classing
Weapons:
Spinner based weapons MUST be limited to 120RPM or appropriate non damaging speed and MUST use TPU or other materiable not liable to splinter
All entries are at IBBs discretion, you may be up classed and these rules are subject to change. Please consult us in advance if you have queries about material choice or size limit
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Grey Hat
This is our first destructive class, idea is to create a midground between non destructive and all out anarchy , with Core rules as a base the limits on this class are as below.
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Materials:
Metals are allowed both on weapons and armour.
"Creative" use of bolt placement may be considered cool
Weapons:
standard weapons allowed more abstract destructive weapons such as pressure bases flippers or more than one spinner
All entries are at IBBs discretion, you may be up classed and these rules are subject to change. Please consult us in advance if you have queries about material choice or size limit
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Black Hat
This is our most destructive class, idea is to allow a litte more room for destructive power while still a , with Core rules as a base the limits on this class are as below.
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Weight:
+50g Please use this to make your bot more destructive
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Materials:
Metals are allowed throught, you wanna mill your bot from a single piece of Alu, go for it
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Weapons:
you want 2 spinners, why not have 3, compressed gas based flipper go for it, any super crazy things just reach out
All entries are at IBBs discretion, you may be dissalowed from qualifying if your bot stands to cause a possible risk, these rules are subject to change. Please consult us in advance if you have queries
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Prohibited weapon types
​“Sticky” weapons incapable of detaching from the opponent remotely,
including permanent magnets
Fire / Heat based weapons - Allowed with guidance from IBB Panel, MUST be fused appropriately
Fluid based weapons - Allowed with guidance from IBB Panel, MUST not damage arena floor excessively
Entanglement weapons - Allowed with guidance from IBB Panel
Tasers/electricity as a weapon - Allowed with guidance from IBB Panel, MUST be fused appropriately
Radio jammers - Allowed with guidance from IBB Panel, must be within local laws
Any weapon which destroys itself as part of its operation and isnt really funny to watch
High Pressure Systems – Maximum fluid pressure in a robot is limited
to 900psi. Any system above 100psi must have a method of venting pressure
from the robot safely and must be approved by the EO prior to competing.
Projectile Weapons – Untethered projectiles may not exceed 10g each in
mass, or 60m/s top speed. You MUST be able to demonstrate this prior to
competing. Projectile weapons must be approved by EO prior to competing.
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Fight Rules
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Fights last a maximum of 180 seconds. 120 and 75 second fights may be used if required.
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A robot is eliminated if it touches the bottom of the pit. The fight may resume if the robot bounces back into the arena having not touched the bottom of the pit.
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The two contestants must make contact before a fight outcome can be determined. The fight will be reset if, for example, one robot falls into the pit before contact has been made.
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If a robot is completely immobile, the referee will start a ten-second countdown. If the immobile robot cannot show any movement within the countdown, it loses the fight. The count is reset if the opponent contacts, or if movement is shown by, the immobile robot.
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At any point in a fight after contact is made, a robot may “tap out”. This should be a clear and obvious attempt to surrender by the operator.
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A clusterbot loses when all its parts have been eliminated.
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If two robots fall into the pit simultaneously during the fight, and one can be clearly identified as the aggressor, then the aggressor is judged to have won. If an aggressor cannot be identified, the fight is reset.
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Countdown Skip – If one robot has been damaged to the point of clearly being totally inoperable and incapable of movement, the ten-count may be skipped, and KO considered from the instant of the hit. This may be invoked retroactively when the damaging robot falls into the pit as a result of the hit, or it drives into the pit during the ten-count.
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If a fight outcome is not reached by the end of the timer (three or two minutes), the winner is to be decided by the judges. There shall be a minimum of two neutral judges selected before each fight. Judges may also be responsible for invoking other rules.
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Arena Fouling – Your robot may not intentionally cause damage to the arena or spread excess debris through it.
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Event Safety and Competitor Conduct
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Lanyard Safety System – The EO may choose to enact the lanyard safety system at the event. This entails each competitor being given a lanyard with their name on it upon passing tech check. The lanyard must always be worn when at the arena (Violation – 1 Corner). Safety violations, as detailed below, will result in one or two corners being torn off the lanyard. If three corners are torn off, the competitor is disqualified. in the case that the lanyard safety system is not used the same rules will apply.
When the arena doors are open, the transmitters must be placed atop the arena as per the arena marshal’s instructions.
(Violation – 1 Corner)
Spinning up or activating any weapons with the arena doors open is not permitted.
(Violation – 2 Corners)
Robots and their batteries must not be left unattended when charging.
(Violation – 1 Corner)
Angle grinders and other such unsafe tools may not be used within the venue.
(Violation – 1 Corner)
Drive systems and non-dangerous weaponry may be tested on the bench. Driving robots around on the floor is not permitted.
(Violation – 1 Corner)
Testing dangerous (spinning, projectile, high-pressure) weaponry outside a closed arena or test box is not permitted.
(Violation – 2 Corners)
Robots should only be handled or manipulated by their builders or select IBB staff.
(Violation – 1 Corner)
IBB staff reserve the right to remove corners for any reason justifiable from a safety standpoint not listed herein.
Builders must follow basic safety practices and wear PPE such as gloves and googles when operating power tools at the event. Soldering irons must not be left unattended whilst hot.
Any complaints about judges or their decisions are to be taken to the EO. Harassment of the judges or any other IBB staff will not be tolerated and may lead to your expulsion from the event.
The EO has the final say on all matters at the event. The instructionof the EO must be followed by all attendees of the event.
The EO retains the right to prevent any robot from competing if they are deemed to be unsafe or attempting to circumvent the rules herein.
All teams must be self-contained in terms of driver, transmitters, battery packs and battery chargers. Clusterbots may use drivers from other teams.
Suitable PPE must be always worn handling pressurised or projectile launching robots.
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