I will give it a shot, with something I just threw together:
Team Name: Team WIDTCI (Whatever I Decide To Call It)
City/Town/Suburb Representing: Hampshire
Seggy 4.25

Mass - The chassis itself with no weapons fitted weighs in at 77 kg (give or take 0.5 kg). The heaviest weapon setup tips the scales at 100 kg.
The main weapon is interchangeable, the options are:
Weapon 1a - An invertible flipping arm(think of Big Nipper), this arm is designed to work both ways around and is not designed to lift above 30 degree in either direction, as the stroke of the double ended custom piston is only 30 Cms, but with Co2, at 750 psi on the twin pistons should send a robot into the air.
Weapon 1b - A vertical drum weapon, the drum weighs 12.1 kg, and is tri belt driven using a simple ratio from a MagMotor at 36 volts. The speed is a nice 2000 rpm; the teeth are designed to flip upwards, used mainly against skirted machines.
Weapon 1c - A horizontal spinning bar, weighing 10 kg, the motor is the same motor from the drum, but connected to the bar using 4 chains on a shaft. Runs about 2000 rpm. Used mainly against machines with exposed frame and weapons.
Weapon 1d - This weapon is a four tooth blade, running at 2000 rpm, the good thing of this blade is that it can be adjusted heights, so one fight it could be at ground level for wheels and the next fight if fixed it can be at the right height to hit something else. The system for spin is the same setup as the bar.
Weapon 1e - The Spike of Coffee, basically it€™s a 750 psi powered ram, powering a spike though a hole to pierce the other robot, then we fire a little servo to loosen the grippers and pull backwards, the spike has little wings in which to keep hold of the other robot.
Weapon 1f - Passive Active wedge. 23 kg of steel, which means it€™s a good spinner stopper. Also it can have electro-springs pinning the wedge down further, so that the front wheels lift off the ground. The active part is a little flail which is designed to damage wheels. There is a tip on the top of the wedge to stop robots driving up and over the top and to make it invertible-ish.
Weapon 1g - This is an €˜active€™ anti spinner scoop. It is designed to flex backwards with the forces from the spinner. The twin shocks are designed to be adjusted to allow for mega energy levels, at its maximum tightness the scoop can re-stand a massive 1 MJ of kinetic energy. The normal running tightness can re-stand 100 kJ; because of the smooth, oiled piston in which the main spring is stored it creates a virtually zero friction levels. Then the fun can begin, as the energy is released in what Andy said, one massive amount, pushing the spinner anti-clockwise, which in some cases will destroy the shaft. This bias to the left can be changed to the right. The centre pole is held within an oiled shaft which makes damage zero. To protect the back of the scoop and the front of the robot, there is a piece of 1cm rubber either side of the shock zone. For protection, there are torsion spring loaded side panels, which protect the inners of the scoop and flex outwards when the scoop is loaded.
Weapon 1h - The Pie tossing weapon. This is a full 750 psi flipper, with a Wedge Devolution style front plate. Baby, Seggy has a proper flipper to toss those annoying robots over the fence.
Weapons (b, c, d, e and f) have a little front wedge fitted, this is to prevent robots from getting underneath, and can be removed.
Weapon 2 - 4 rear spikes, each one weighing 150 grams and are fixed. These give protection from ramming and spinners at the rear end.
Can it self-right - It€™ is semi-invertible, so that only the rear two wheels are open to attack. Even if the rear wheels taken to pieces, the front two wheels are enough to move. Side rollover cages and rear spikes prevent landing on side or rear.
Velocity - I lost to speed in the past, this time I have increased the speed to take on the speedy robots that are around today. The maximum speed is 30 mph HOWEVER, the normal speed used in fights is 18 mph, which gives the best control and punch, twinned with the gearing, the acceleration is high.
Wheels - Depending on arena surface, a set of 1 piece titanium wheels with added Big Nipper style groves or two piece titanium hub rubbers outside, grip baby.
Turning Circle - The 4 wheels use a skid-steer method. This gives a turning circle of zero mm; however the true turning circle is something like 1mm.
Ground clearance - The ground clearance all over the machine is 20mm, this giving aid to turning, the front has an optioned wedge, which is fixed with some weapons without a scoop (drum, spinners). The skirts reduce the ground clearance to zero
Skirts - This version; I have finally got some skirts to fit against flippers and wedges. These are normal skirts, which when inverted fold back on themselves, when the electromagnet is released. The skirts hold down with a force about 2000 Newtons, meaning that I don€™t normally like them, because of the added resistance.
Wheel Type - 2 LEM 130€™s at 36 volts, though a double chain reduction gearbox, giving overall 17.5:1 reduction. The chains themselves are protected by axes and crushers by the use of a steel protection bar.
With the front wheels being smaller than the rear wheels, the gearing is different to counter-act the forces, so that both sets run at the same speed. The average gearing is 17.5:1.
Body Shape: Semi-invertible box (i.e. 4 wheels on the bottom, 2 wheels on the top) with rear spikes and side roll-over bars.
Chassis - The main chassis is 6.3mm steel bars with it being enforced with 19mm steel triangles giving a very tough little robot. It is a Chalkie 2 style chassis with only the top and bottom being allowed to be removed to stop those pesky spinners. The sides have added steel plates around, which are doubled around the wheels, so there is no chance that the chassis can jam against the wheels.
There is a 5cm layer of rubber around the inside of the chassis to absorb energy, so this version of Seggy is larger than PCC. The first weapon will fit within a large cut-out in the robot. The top and bottom plates are 5mm titanium.
Colour: - It is a shade of yellow, with metallic threads within the paint, sprayed on to give it about 2mm of paint. When the scoops are fitted, the cut-out is covered with 5mm of titanium.
Batteries - The robot is run by 4 packs of 3000mAh NiCad€™s @ 36 volts. This gives 12 Amps to get though the full 5 minutes of a fight. There is a simple recharging battery to recharge the batteries throughout the fight to keep it going.
Summary - The 5th version. The 4th version did me well, but it had some problems, now, I have a proper flipper, faster and tougher front wheel gearing to cope with the different sizes, ladies and gentlemen please, meet Seggy 4.2, now with added rubber. Carlsberg don€™t make robots, but if they did they would be the best robots in the world.
Strengths - Interchangeable weapons to suit everybody, speed, control, power
Weaknesses - Some might say it€™s a jack of all trades, master of none.