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Thread: MacFan Fic - Season 1

  1. #41
    All you ever wanted to know

    Name - Flick of the Wrist

    Shape - 6-wheeled Tornado, including the angled rear to keep in contact with the ground while driving up a wedge

    Weight - 100 Kilogram

    Speed - 35 km/h (22mph)

    Dimensions - 120x80x20 cm

    Ground Clearance - 10 mm under the main body, variable clearance under the lifting spikes, with 0 mm as a minimum

    Power - 2 B42-500 Magmotors at 48 volt

    Movement - 6 wheels for awesome traction

    Turning Circle - Zero

    Weaponry - A pair of hardox, diamond tipped electric lifting spikes, a lot like the lifting spatula of American SHW Vladiator. These are 25 cm in length and can be lifted downwards which turns them into an active invertible lifting wedge. They can also be raised parallel to the floor, so they can act as a pair of classic ramming spikes. A 100 kg robot driving around at 22 mph is good for 5 kJ of kinetic energy. When this is brought onto a pair of diamond tipped spikes, this might seriously harm some armours.

    Armour - 7 mm titanium all around

    Srimech - It€™s invertible

    Strenghts - High speed rambot, awesome traction
    Weakness - Lack of devestating weapons

    Here€™s a picture: http://jupiter.walagata.com/w/madbull/Flick.gifhttp://jupiter.walagata.com/w/madbull/Flick.gif






    Name - Sheer Heart Attack

    Shape - Invertible tracked box, only the main-body between the tracks is shorter then the tracks (as can be seen on the picture), build in such a way that the tracks are in contact with the ground no matter what (like 101), only with two titanium bars at the end of both tracks to protect them from destructive spinners

    Weight - 110 Kilogram

    Speed - 24 km/h (15 mph)

    Dimensions - 90*100*25 cm

    Ground Clearance - Zero underneath the tracks, but with an overhang

    Power -2x LEM130s at 48v

    Movement - Two sturdy titanium tracks, with rubber strips attached to them for traction

    Turning Circle - Zero

    Weaponry - A 22 kilogram titanium spinning drum at the front of my machine equipped with 10 hardox teeth, powered by a LEM 130 and spinning around at 5000 RPM, which produces nearly 40 kJ.

    Armour - 6 mm titanium all around (including the tracks themselves)

    Srimech - It€™s invertible

    Strenghts - Devestating against most wedges, nice traction
    Weakness - Exposed (but quite sturdy) tracks might be a weakness

    Notes- I designed this robot to be a robot which gains it€™s advantage by driving OVER an opponent, a bit like Barberous. The exposed tracks are the ultimate way to keep in contact with the floor no matter what kind of ramp I drive up, so that if a good rambot or whatever gets underneath me in a threatening way, I can simply go in full reverse and escape. The drum, ofcourse, is a perfect way to hurt an opponent while he€™s underneath you.

    Here€™s a picture: http://jupiter.walagata.com/w/madbull/Tracks2.gifhttp://jupiter.walagata.com/w/madbull/Tracks2.gif







    Name - Liar

    Shape - A bit like a non-invertible Wheely Big Cheese, it has a fairly wide wheel-to-wheel base at the back, while the front is a much smaller (and pretty long) wedge, the front of the wedge has to €œside wedges€ as can be seen on the pic

    Weight - 100 Kilogram

    Speed - 29 km/h (18mph)

    Dimensions - 120x60x30 cm

    Ground Clearance - 0 mm at the front and underneath €œside-wedges€, 7 mm anywhere else

    Power - 2 S28-400 Magmotors at 24 volt

    Movement - 2 inner wheels, 15 cm in diameter

    Turning Circle - Zero

    Weaponry - The wedge contains a 1000 psi titanium rear-hinged flipper (basically the red parts of the picture), powered by two pneumatic rams. It should be able to give a 100 kg robot a height of some meters. As can be seen in the picture, the flipper has two €œside-wedges€. I have added them since I saw that flippers tend to be quite weak when attacked at the back. When Liar is attacked at the back, he simply does the same as Stinger does when he goes into flail mode. By doing so, the side wedge will ram into the opponent and shove underneath it. That way I can use my flipper and get it on his back. Although this flip will not be as powerful as a frontal flip, it will be a flip nonetheless, and it will help me get rid of any threats that approach me from the back.

    Armour - 8 mm titanium all around

    Srimech - That flipper

    Strenghts - Powerful and maneuverable flipper
    Weakness - Won€™t be pushing much, won€™t be damaging much either

    Here€™s a picture: http://jupiter.walagata.com/w/madbull/flip.gifhttp://jupiter.walagata.com/w/madbull/flip.gif





    Name - A Night at the Bar

    Shape - A wide cylinder-shaped axlebot

    Weight - 100 Kilogram

    Speed - 24 km/h (15mph, geared for control)

    Dimensions - 25x110x25 cm

    Ground Clearance - Well, it€™s an axlebot€¦

    Power - 2 S28-400 Magmotors at 24 volt

    Movement - Two axlebot wheels, 25cm diameter

    Turning Circle - Zero

    Weaponry - In the middle of the cylinder, at 5 cm above the floor, is a 60 cm hardox bar with thick tungsten teeth on it. It weighs 25 kilogram and is powered by a B42-500Magmotor at 36 volt, spinning at 2000 rpm, giving it a nice spin up time. It€™s able to poop 55 kJ of energy straight into any opponent, so ha! The bar is mounted in such a way that it sticks out from the front and from the back, basically making it a double-headed spinning bar.

    The only reason my bot can keep on driving normally even though it has only two wheels on the floor is because the centre of gravity is somewhere near the middle of the two teeth.

    Armour - If you split the cylinder in halve, horizontally, the upper part of it is 4,5 mm hardox, and the lower part 5 mm, which is to centre the weight around the lower part, which is needed for the srimech. The insides are made shockproof with rubber, so it won€™t be destroyed by it€™s own weapon.

    Srimech - Seeing there is a huge bar spinning in front and at the back of the bot, chances are a wedge won€™t be able to get underneath it from there anyway.
    IF it is flipped, the bar will stop spinning and glide inside the cylinder, where it perfectly fits. At that point the bot is an almost perfect cylinder, and will be able to roll. The centre of gravity will roll in such a way that it will point downwards. As I designed it, the centre of gravity should be somewhere in the middle of the tungsten teeth, therefore it will roll to the position shown on the pick, and the bar will be put on again.

    Strenghts - Devastating weaponry sticking out at the front and back, at only 5 cm above the floor. Should be able to fend off wedges.
    Weakness - Can bounce off though armour, or the arena wall, or even the arena floor when the cylinder topples. And seeing my ONLY contact with the floor is the two wheels, this might become a rocking chair on steroids. Won€™t be pushing very much either.

    Here€™s a pic; http://jupiter.walagata.com/w/madbull/Bar.gifhttp://jupiter.walagata.com/w/madbull/Bar.gif





    Name - Axe to Fall

    Shape - Take a cylinder, cut it in halve, and then put it on the ground, rectangular side heading downwards. The straight ends are the left and right sides, and are sloped. (Well, just take a look at the picture =P )

    Weight - 100 Kilogram

    Speed - 24 km/h (15 mph)

    Dimensions - 115x80x40 cm (due to axe hanging out, main body is 80x80x40 cm)

    Ground Clearance - 0 at front, 7 mm anywhere else

    Power - 2x LEM130s at 48v

    Movement - Four inner wheels, 10cm diameter

    Turning Circle - Zero

    Weaponry - The main weapon is a 5 kg double-headed axe on top of the machine, it€™s a steel 80 cm shaft with two diamond edged blades made of hardox on the end of it. The blades are shaped like the Mortis€™ blades, in order to create some nice slices into opposing armour.
    The whole axe is powered by 2 nitrogen bottles at 1000 psi, a 1 kg buffer bottle and a 30 mm bore ram, for fast and furious hits, with a downforce of almost 2 ton brought onto a fine blade, and an energy unleash which seems significantly higher than for example Beta€™s if my calculations are right.

    At the front of Axe to Fall is a small wedge/ram made out of 8 mm Titanium, to lift my opponent€™s wheels into air while clobbering them with my blade, or perhaps even to grab him. This ram is also my plan B if my axe fails in battle, just ram them hard using my good traction.

    Armour - 8 mm Titanium front and 15 mm polycarb for the rest of the bot.
    There are also two small blocks of vulcanized rubber on the mid-front and the mid-back of my machine, to absorb the downforce where the axe hits the chassis.


    Srimech - The axe acts as a srimech, thanks to the curved shape of the top my bot can self right in no time, even if it has to self right over the wedged front (the wedge is very small mind you).
    To make sure my bot won€™t end up on his side, I created a pair of curves on both sides, as can be seen on the picture.

    Strengths - Destructive weapon, quick at self righting
    Weakness - Weapon only works when opponent is in front of or behind the machine.

    http://jupiter.walagata.com/w/madbull/Axe2.gifhttp://jupiter.walagata.com/w/madbull/Axe2.gif





    Name - Back to Rock II

    Shape - A box with a slightly sloped front

    Weight - 100 Kilogram

    Speed - 29 km/h (18mph)

    Dimensions - 90x75x30 cm

    Ground Clearance - 0 at sides and front, 2 mm at the back

    Power - 2x Etek motors at 48 volt

    Movement - Four wheels, 20cm diameter

    Turning Circel - Zero

    Weaponry - It has a broad hydraulic lifting arm which can easily lift 200 kg. To easily get underneath an opponent, it has two lifting plates at the bottom of the arm, one on the left end and one on the right end, instead of one large lifting plate like Behemoth.

    Between the two plates, in the centre of the scoop, I mounted a vertical diamond edged Pussycat-style blade, powered by a S28-150 Magmotor, spinning upwards at approximately 3000 RPM, which will hopefully rip off some armour, or more likely, a tire, while lifting an opponent. Jamming a blade into an opponent while lifting it hopefully provides as much control over an opponent than a Behemoth-style grabbing claw/axe can, and it€™ll surely do more damage. (To avoid confusion, the blade is actually part of the lifter, so when the lifter moves up, the blade moves along).

    On both sides of the bots is a pair of 5 mm titanium skirts, to make sure I won€™t get flipped very often, as hydraulic srimechs just aren€™t as fast as pnuematic ones.

    Armour - 6 mm titanium all around

    Srimech - The lifter self-rights the robot when needed

    Strenghts - Nice weapon synergy, high traction, low ground clearance
    Weakness - Hydraulic srimech might prove to be slow

    A picture can be found here: http://jupiter.walagata.com/w/madbull/BacktoRockII.gifhttp://jupiter.walagata.com/w/madbull/BacktoRockII.gif

  2. #42

  3. #43

  4. #44
    swiss_tony
    Guest
    Chaos 2 VS Street Magician:
    Im not that worried here. Just take it from the rear, and hold it above the hazards and let them take care of him. He cant flip me if hes getting groud up by the hazards.

  5. #45
    SSSD is a low box shape, so both discs can attack him. Ill use the horizontal disc to attack the front to try and knock the saw out of comission and the vertical to try and overturn him from the sides

  6. #46
    MDU3 VS Tengu

    Well weve been here before, just previous incarnations. Main tactic is to keep total translation RPM down @ 1500rpm(Max of 2500) and bend his spinning shell in till it stops working. Once that is done, Tengu is not much of a challenge. I should take far less energy from the impacts compared to Tengu due to the fact my whole robot is rotating and there is no fixed axial point like in a shell/ring spinner. I want to stay agressive as possible in this match!

    Knightrous Wedge VS Back 2 Rock 2

    Simple tactics, rush B2R2 as soon as I can, attacking from the sides or back, getting under those skirts and pushing him to the wall, pin him against for wall for 20seconds. Then flip him over and push him to the next wall back off and give him a few seconds to selfright, but as he is about to finish self righting, rush under the airborne skirts, push him to the next wall and pin him again for 20 seconds. The idea is that, Knightrous Wedge is not very destructive, but is very fast, controllable and has a controlling weapon, so if I can keep controlling the opponent all the way through the match with out letting him have a chance, then I will rack up a lot more point in control and agression, making up for the lack of damage.

    If I fail to go under the skirts, Ill just push him sideways since my front wedge will only lift to the top of those skirts and find a good pushing hold against the box sides on B2R2.

    *Is that RP or tactics Alex *

    Axeius VS Infusion

    Simple tactic. Spin up, tear hole out of the armour from the sides. Advanced tactic. Spin up the shell up to full speed, dodging any of his movements in the process. Wedge him with my wedge, get under and then just sit there spinning, his drive will be off the ground and he will not be able to move, what Ill do then is slowly pivot on the spot and try to shift the wedge around to let the spinning rim come undernieth Axeius, a further more rotation on the spot will allow the wedge to slide out from under Axeius and let him drop his under belly into the teeth of my spinning rim. The idea being that if I can attack him from underneith with the rim, I can take out his drive wheels and cause immobilisation....


    Easy to follow those Role-Tactics Alex

  7. #47
    MDU3 VS Tengu

    So we meet again MDU, but theres one little thing you forgot to take into account. Last time was before the spinner ring as added to tengu - this time your energy will me largely dissipated upon the hits, Ill use the standard blades as although if they worked the other ones would be very good, whether they would work is slightly iffy so Ill stick with the basics, try and bounce it off me into the walls with the impacts to essentially double the impacts it has.

  8. #48
    http://i20.photobucket.com/albums/b212/teamvertex/tengoo.jpghttp://i20.photobucket.com/albums/b2...tex/tengoo.jpg

    If I attack in the projected angle show by blue lines in the link diagram, Ill be able to transfer effectively all my energy into the anti-spinner rim without dissapating any energy into making the rim rotate. This is due to the angle of approach. This is based on practical work Ive done on a metal lathe. If I have the tool too high in the cutting approach, the tool doesnt cut clean and chatters, but if I match the cutting edge with the axial centre of the steel, I can cut smoothly without chatter or viabration (lose of energy)

    The same principle will work with attackin Tengoo. Alex makes a good plan with trying to deflect me into the wall, but fortunately for me, I have 3 wheel actively accelerating and breaking to maintain the translation, which will allow MDU3 to gain traction on the floor during and after an impact several times faster then Tengu, who has no form of drive feedback whatsoever.

    But aside from tactics, this match can go either way, its up to the writer to decide who he will be cruel to and who he will award the match to. For my sake, lets hope its a repeat of the past

  9. #49
    BRACKET 1
    ROUND 1
    CHAOS 2 VS Street Magician

    OK, from what Ive gathered, Tonys bot is something of a cross between Big Nipper and Splinter. With superior speed and manoueverability on my side, my main aim will be to get around to Street Magicians side (it says nothing about skirts in the stats, I believe) and flip it a few times to disorientate it.
    From then on, keep to the sides and try ramming it into the arena discs. With any luck, the 7mm titanium will take a good amount of damage and if after several trips to the flywheels there is little harm, Ill get to the sides again and do my damndest to try and get another OOTA onto Chaos list.

    All the best on this first run, Alexio!

  10. #50
    Due to some complications yesterday and today, fights will be delayed ONE DAY. The other three fights will be up tommorow, so do not dismay. Just read this fantastic opening fight, and enjoy. No this is not an attempt to get you more anticipated and like my Tournament better like the XBox 360 =D.

    STREET MAGICIAN VS. CHAOS 2

    From Glasgae, Chaos 2!

    Fresh from being bought off of Ebay for less than ten pounds, Steve has decided to enter this second carnation of the two-time winner into MacFan. As the first realie, and the first robot, Steve hopes that the previous success that this machine has had in Robot Wars will exist here, but will Chaos 2 rise? Or will the Chaos turn to turmoil and anarchy?

    From Oswego, New York, Street Magician!

    If Chaos 2 was fresh off of Ebay, then this guy came fresh off the streets. Probably inspired by those despicable people trying to earn enough money to eat at Burger King; Tony has seen fit to put a Splinter-style mechanism on this robot to allow it to grab hold of the opponents, not only to damage the opponent from the forceful hug, but also to be able to bring it to hazards of all sorts. However, will Street Magician be able to earn a little more money here? Or will his seemingly endless supply of annoying trick eventually run out?

    Chaos 2 vs. Street Magician

    Both robots come barreling out of their squares (Street Magician the blue, and Chaos 2 the red), and, as Chaos 2 being the quicker, Steve€™s Chaos 2 gets to the center first to make it€™s move. Street Magician stops it€™s advance and waits to see what Chaos 2 will do. Eventually, Chaos 2 tries to use its speed and go for the side of Street Magician. This, however, comes to no avail as Street Magician just turns to face him. Tony now just moves his machine forward for the first confrontation, as Chaos 2 tries again for the side. Street Magician easily matches this again, and then barrels forward. His plow easily gets under Chaos 2€™s flipper plate, and now the claws clamp shut. The two arms pierce the lowly armored side with ease, as Tony takes his trapped opponent to the deadly spinning discs. Because he is so far up the plow, Chaos 2 cannot challenge this with a pushing match and is slowly and painfully being led to the killer saws. A huge smash goes around the arena as Tony finally gets there, and Chaos 2 getting his back obliterated. The Ipswich flipper gets flipped over in an acrobatic manner over Street Magician€™s head, as tons of white smoke comes out of Chaos the second€™s back; the CO2 tank seems to have been punctured. After what seemed like an eternity to Steve, Chaos 2 finally lands back on his wheels, the damage now apparent. The lexan guarding his internals from the back is smashed; his CO2 bottle has a large gash in it, and some wires are frayed. However, as Steve presses forward on the controller, Chaos 2 seems to comply, as if perfectly normal. Dismayed, but not defeated, Steve goes on the attack again, this time finally getting underneath Street Magician€™s side. Amazed that Chaos 2 still has some fight left in him, Tony tries wiggling the arms up and down to free himself, but to no avail. With a sadistic grin on his face, Steve brings Street Magician€™s side right into the same disc. This time it is Tony€™s turn to cringe, as an arm is sent flying, right out of the arena. That€™s about one tenth of the robot out of the arena, now for the rest =P. There is also a large gash on the side, but other than that, Street Magician is pretty much fine. Angry, Tony turns his machine around and charges. Chaos 2 tries to side step it, but fails in doing so as Street Magician barrels underneath. His remaining arm clamps, putting another dent in the side, although smaller. Chaos 2 falls off of Street Magician€™s plow, and tries to get away, but accidentally goes over the spikes. They pop up, and almost take Chaos 2 on his side, but Chaos 2 slowly comes back down. However, it wasn€™t anticipated that Street Magician would be right there to make sure that Chaos 2 wouldn€™t get away this time. He barrels under once more, and the momentum of going up the plow makes Chaos 2 go right up and on his back. Steve tries firing the flipper hoping that there is some magic potion left, but it seems that all the CO2 is gone. The countdown has begun, and Tony jumps for joy as he gets through the first fight of this tournament.

    The Chaos is calmed down, as Chaos 2 is put into a rehab facility. Street Magician, manages to make a few more bucks as well as another win!

    STREET MAGICIAN ADVANCES.

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