These rules were revised October 2025 in advance of Motorama 2026 to balance safety and entertainment value. Differences from the prior ruleset can be viewed in this document

Weight Classes:

Wheeled

Shuffler

Walker

150 gram Fairyweight < = 150 g < = 150 g < = 300 g
1 lb Antweight 150.1 g - 1 lb 150.1 g - 1 lb 300.1 g - 2 lbs
3 lb Beetleweight 1.1 - 3 lbs 1.1 - 3 lbs 2.1 - 6 lbs
12 lb Sportsman 3.1 - 12 lbs Sportsman 3.1 - 12 lbs 6.1 - 24 lbs
30 lb Sportsman 12.1 - 30 lbs 12.1 - 30 lbs 24.1 - 60 lbs

 


Wheeled:
A robot is considered to be wheeled if those parts of the robot which touch the ground and either cause it to move or support some or all of its weight undergo unrestrained rotation around a horizontal axis during the normal operation of the robot's drivetrain. This includes all forms of wheels (including noncircular, spoked, or offset-axis wheels) as well as continuous track or belt drive systems.

Examples: Every wheeled or tracked robot out there. Also Mongus and Little Slice

Robots that rely on a thrust method other than mechanical friction with the floor (such as thrust-generating fans, electromagnetic interaction with the surroundings, or reaction forces from gas jets or hurled projectiles), will not be considered walkers or shufflers. This is true even if the robot rests on an air cushion or skids rather than wheels.

Robots that float or fly are not allowed. Hovercraft  robots are allowed, but are subject to wheeled weight limits. A jumping bot that has no wheel driven locomotion and otherwise conforms to the walker definitions may receive the walker weight bonus. Keep in mind, the controlled movement and minimum speed requirements must be met.


Shuffler:
If a robot is supported and/or propelled by parts that do not normally undergo continuous unrestrained rotation around a horizontal axis, but uses a system of mechanical devices such as cams or crankshafts to generate reciprocating motion of those parts from one or more continuously rotating drive shafts, it will be considered a shuffler. The defining feature of a shuffler (versus a walker) will be the ability to generate continual forward motion of the robot from continual rotation of its drive motors. Shufflers typically have electrical control systems indistinguishable from those on wheeled robots.

As of Motorama 2026 Shufflers do NOT gain a weight bonus over the standard class weight limit. Gyro-walkers and bristlebots that traditionally received the shuffler weight bonus will receive no bonus like other shuffling mechanisms.

Examples: Phelan, Nemesis, Pressure Drop, Son of Whyachi, Reflex, Belladonna, Kung Fu Cow


Walkers:
Walkers are those robots in which multiple linear or limited-travel rotary actuators are intermittently driven to produce linear travel of the robot. Actuation may be through electric, pneumatic, or hydraulic means. Walkers must have no parts contributing to locomotion undergoing continuous rotation, and must require some change in timing or sequencing of the driving mechanisms in order to reverse direction. Walkers will typically have control systems significantly more complex than those found on shufflers or rollers, involving multiple actuators, servos, or valves running through a specific sequence to produce motion.

Walkers may weigh up to 100% more than their standard class weight limit.

Examples: Mechadon, Snake, Lock Nut Monster, Ixion, Lurch

If you are unsure which category your design falls, please email a detailed diagram of your design and a detailed explanation of its mechanical principals to robotconflict@gmail.com for approval before building.


Minimum speed:
150 gram, Antweights and Beetles have no minimum speed requirement.

All 12 lb and heavier bots must be capable of a linear speed of 16 feet per minute. This requirement must only be met during initial inspection. This rule is not a means to disqualify any competing bot or to determine the winner of a bout.


Multi-bots:
Multi-bots are legal. They do not need to 'snap' together in any way, but they do need to conform to all rules and regulations. If all members of the multi-bot team are walkers, they follow the walker weight limit. Multi's that are a mixture of walking/rolling robots follow rolling weight guidelines.

Example: A 12 lb multibot consisting of a Roller/Walker is allowed 12lbs total. A 12 lb multi-bot consisting of two walkers receives a 24lb allowance.

Multibot knockout:
The entire multibot will be considered KO'd if 50% or more of the bot by weight is KO'd. Each section of a multi-bot will be weighed separately and the judges and opponent will be informed of the weights. A portion of the multi-bot may not compete in another weightclass during the same competition.

Example: A 12 lb bot may not be entered in the 12 lb bracket AND also as part of a 30 lb multi-bot.


12 & 30lb Sportmans Classes:
The rules in this section apply only to the 12 and 30lb Sportsmans Classes. These rules do not apply to the 150g, 1lb, or 3lb classes.

For competitions that have a Sportsman class and full-combat class of the same weight, a bot that qualifies for the Sportsman's Class is not restricted to that class. It may be entered in the Open Class if the builder desires. However you may not enter the same bot in both the Open and Sportsman's classes during the same competition.

The rules listed below are not exhaustively written to account for every possible circumstance. We will do our best to explain our intent, and it will be your job to remain within that intent. If we feel that a design or feature is exploiting the intent of the rules or the spirit of the class, we will disqualify it without hesitation. Certain requirements or limitations are intentionally vague. You should not design your bot to push the limits of the rules. But rather, you should intentionally build with the following simple guidelines in mind:

Must have active weapon or device
Your bot must include an active weapon or device. These include but are not limited to lifters, hammers, clamps, spinning weapons (within limitations, see below), etc. Weapons such as a fixed spike that require the movement of the bot to function do not qualify as active weapons.

NERC reserves the right to disallow any robot that is deemed to have an ineffectual or token weapon.

In summary the robot’s drive train is not the weapon.

A robot that uses translational drift (often called a "melty-brain style spinner") that can meet the minimum controlled translation speed requirements while spinning at a speed that can damage another robot is allowed.

Wedges and wedge like features are now permitted in the sportsman class.
However wedges will now be divided into 2 types. Active and passive wedges.

An active wedge is a wedge that is articulated in some means other than the drivetrain to control the target robot. Active wedges have no restrictions on shape or design.

A passive wedge is any wedge that does not fit into the active type. Passive wedges are restricted in the following way. Each robot may only have a single passive wedge like feature where the leading of the wedge or tip of the wedge-lets form a single straight line. The other faces of the robot shall either provide a 1/8" ground clearance or be perpendicular within 1" of the floor.

Examples:
Dustpans made of a multitude of spikes (Megatron, passive forms of Stinger: The Killer Bee's lifter forks) are now permitted.

Multiangle plows like those of Karcas or Whoops! (anti Last Rights attachment) would only be allowed of they complied with the ground clearance or perpendicular requirements on the side faces.

Biohazard skirts would not be allowed.

Tazbot outriggers would only be allowed if the tips formed a straight line. Otherwise the outriggers would need to comply with the clearance or perpendicular requirement.

Multi segment wedges like Raging Scotsman or Original Sin are permitted.

Multi angle wedges like those on many vertical disc type bots (Algos, Mr. Croup, Big Ripto, Also Riptoff and d2 kits) would only be allowed if the side angles complied with either the clearance or perpendicular requirements.

Do not attempt to skirt the spirit of the class or your bot will be disqualified.

Limitations on spinning weapons

The higher energy sportsman class uses energy and tip speed restriction to keep the destructive potential of the robots below the safe limits of the arena, and while destructive robots are no longer discouraged within these limits, it is expected that the limits will make space for some more creative and interesting designs that could not survive in a truly unlimited combat class.

Weapons that have portions that are exterior to the robot envelope and rotate more than 360 degrees are limited to rotating at a tip speed of less than 146 ft/sec (100MPH) AND storing no more than 500 joules of energy. Below is a table showing the different RPM limits of weapons of various weights and diameters for reference.

This limit is per weapon. A robot that has multiple, mechanically independent weapons may have one or more of the weapons at the limit. Weapons may not be designed in such a way to stack their energies beyond the limit in a single direction. For example the following would not be considered independent: coaxial blades in a thresher, a spinning assembly that has multiple spinning assemblies attached to it, two fixed, independent spinners mounted to one robot, designed to strike the opponent simultaneously in roughly the same direction.

Two weapons can be combined if the combined energy is still below the limit. In the case of a multibot, the weapons are always considered independent if they are on separate robots, even if the two robots could drive into the opponent simultaneously and both weapons are vertical. An overhead saw bot that also has a vertical spinner on the front would be considered independent even though the weapons may, with careful timing, sometimes strike the opponent at the same time since the direction is opposite.

RPM Chart
Click chart to enlarge.

If you have any questions about the legality of a weapon you can read or post on the NERC facebook group: https://www.facebook.com/groups/NorthEastRoboticsClub/

or email NERC: robotconflict@gmail.com

Standard NERC rules apply
Unless otherwise stated, all other standard NERC rules will apply. This includes walkers and their weight bonuses.

NERC reserves the right to alter these rules at any time.

If you are uncertain whether your bot meets the requirements of this class, it is suggested that you contact NERC officials prior to building or entering your bot. Otherwise there is a strong possibility that your bot will not be allowed to compete even if it is registered and present at an event.


Weapon tip speed restrictions:
ALL full combat weight classes are limited to a maximum tip speed of 200 MPH. For motorama 2026 only 150g, 1lb and 3lb bots are full combat and are governed by this limitation. 12 and 30lb Sportsman classes are governed by the rules above which now has a 100MPH tip speed limit and an energy restriction. To calculate your tip speed, you'll need to take your diameter (d) multipled by pi (3.141592654, in this case) divided by 12, multiplied by 60. Take that number, multiply by your weapon's final RPM output (rpm), then take that total, and divide by 5280.

Formula: (((d*3.141592654/12*60)*rpm)/5280)

Use this calculator to leverage the formula. Note, you will need Google Drive to open, it will create a copy for you in your Drive.


Radio control requirements:
Robots must be radio controlled and use spread-spectrum (2.4GHz/5.8GHz), legacy ground frequencies (27MHz/49MHz/75MHz), or amateur radio/ISM frequencies (50MHz/902-928MHz). These are the allowed ground frequency bands and is a matter of federal law. Tethered control is not allowed.

AM radios are only allowed on 150 g or Ants with non-active weapons. Active weapons include, but are not limited to, lifters, spinning weapons, actuated spikes or hammers.

AM is not allowed on 150 g or Ants with active weapons, or on any 3lb or heavier bots.

All robots must have a failsafe for weapon and drive. When the drivetrain and weapon are powered and the radio transmitter is then turned off, the drive and weapon must come to a stop and remain motionless.

If using legacy ground frequencies, having two or more frequencies available is highly recommended. If alternate frequencies are not available and a conflict arises with any interference, you risk having to forfeit your fight.

Radios may not be turned on for any purpose without obtaining the appropriate frequency clip from the frequency board.


Master kill switch:
All bots must have a manually operated master kill switch or removable link. This switch or link will shut off main weapon and drive power. Simply turning off the receiver is not sufficient. A remotely operated relay or contactor to break main power does NOT fulfill the killswitch requirement. The switch or link must be quickly and easily accessible. Having to remove armor panels etc. to access the switch is not acceptable.

A single switch or removable link is preferred, but two switches/links will be allowed if they are easily accessible.


Power sources:
Batteries must be sealed, immobilized-electrolyte types (such as gel cells, lithium, NiCads, NiMH, or dry cells). Internal combustion engines are NOT allowed.

The maximum peak voltage present in any bot cannot exceed 51V, equivalent to 12S Lipo (not LIHV cells)


Safety/Inspection:
All entries will be required to pass a safety inspection before competing. All operating principles must be clearly explained and demonstrated during this inspection. All robots must be on some type of 'stand' to keep drive wheels off the ground while in the pit area.

The judges reserve the right to disqualify, at any time, any robot that poses a threat to anything other than the arena surface or its opponent(s). If you have a questionable design, please consult with NERC before constructing your robot.

Weapons must have a safety cover on any sharp edges.

Weapons that could harm a person outside the arena must have some kind of mechanical locking device in case of accidental activation.

There will be absolutely NO testing of robots outside an enclosed arena. Robot weapon testing MUST be carried out inside a test box.

Robots running pneumatics or hydraulics must stay within the specified ratings of the system parts. Documentation and proof of operation will be required. A gauge to display operating pressure is required. All pneumatic and hydraulic systems must be approved by a NERC official. Contact NERC PRIOR to the event with your system's specifications.


Banned weapons include:

- Liquid projectiles
- Any kind of flammable liquid.
- Flame-based weapons.
- Any kind of explosive or intentionally ignited solid.
- Nets, tape, glue, or any other entanglement device.
- Radio jamming, tazers, tesla coils, or any other high-voltage device.
- Un-tethered projectiles.
 

Tethered projectiles are allowed with a maximum tether length of 4 feet and shall be designed in a way that they do not normally fire at the lexan.

Hammersaws, articulated saws or other long reach high energy weapons shall take reasonable design precautions to keep from striking the lexan wall if actuating near the arena wall. For instance a post that keeps saw from striking the wall/floor when the arm is swung back still allows the robot to strike targets in front but does keep back swings from easily striking the arena walls.


Combat and the Arena:
Match brackets will be generated randomly.

Each driver may only enter one bot per weightclass. A team may enter unlimited bots per weightclass, as long as there is a dedicated driver for each bot.

The arena, at a minimum shall be a painted plywood surface, surrounded by a four-foot high polycarbonate shield. The top will be closed off by a layer of polycarbonate to catch any debris that may try to exit through the top. The arena shall be raised off the ground for visibility.

The 16'x16' arena has a plywood floor, with a thinner wood top layer that is painted. There is a 1/2" steel kick plate. Walls are polycarbonate that are dual 1/4" thick, with an air-gapped 1/4" polycarbonate layer in front of it to absorb energy before it reaches the walls. Roof is layered plywood, polycarbonate, and a canvas tarp.

150g, 1lb, and 3lb robots will fight in an arena that is 8'x8'. The arena will follow the minimum guidelines as specified above.

Any robot, which comes into contact with the floor outside the arena, will be declared defeated.

At the start of a combat round, all electric motors must be stopped. Any exposed rotating devices must be stationary.

During combat, no part of the operator's body or their remote antenna or any other device may penetrate the arena surfaces during combat. Interfering with a combat under way will be grounds for immediate disqualification.

After a match is over, any dropped or thrown objects must be cleaned up, by the operator responsible, to the best of their ability.

It is expected that the arena surface may become damaged during the course of the competition. Plan your robot's drive system accordingly. Being hung up on a damaged or irregular spot in the arena will count as immobilization.

The Officials reserve the right to declare a match over at anytime. The word of the officials is final.

If a burning robot is judged to pose a threat to the audience or arena, the match will be paused until the arena is made safe. If the robot is still mobile, the match will be continued. If it cannot be extinguished to the satisfaction of the officers, or if the fire is caused by a lithium polymer battery, it will be declared defeated, even if still mobile.

A competitor will be declared immobile if it cannot display linear motion of at least one inch in a timed period of 30 seconds. A bot with one side of its drivetrain disabled will not be counted out if it can demonstrate some degree of controlled movement. A bot that is completely motionless will be KO'd after a 10 second count.

If a part of another robot becomes entangled in its opponent and cannot be freed within 15 seconds, the match will be paused until a NERC official removes the entangled piece

A bot may not lift, hold, or pin its opponent for more than 15 sec.

 

Combat:
- Two robots shall be placed in opposite corners of the arena.
- The objective of each will be to disable its opponent by any means within the rules.
- If both bots are still mobile, when the match time is up, the judges will call the winner based on aggression, damage, and strategy.
- 150 g and Antweight matches will be 2 minutes in length. All other weight classes (12lb high energy sportsman, 30lb high energy sportsman, and 3lb beetleweight full combat) will fight 3 minute matches unless schedule delays and high registration force shorter matches in order to complete the tournament before the venue closes.

 

Rumble:
- All surviving robots will be placed in the arena to battle simultaneously.
- The winner will be the last one still moving.
- If 5 minutes go by and there is more than one bot still moving, the winner will be declared by the audience.

 

Separate winners will be announced for each event (combat, and melee). Competitors are not required to compete in all events.

Format of combat rounds will be double elimination, single elimination, or other group play/round robin formats depending on the number of competitors. This will be announced at the beginning of the competition.

Not all weight classes will be represented at every event. Weight classes that will be competing will be announced prior to the event.

Example: An event may consist of 150g, 1lb, and 3lb bots only, or 12lb and 30lb bots only


The format of the event and weight classes will be spelled out along with any other information needed in the event guidelines. These will be available 2 weeks prior to the competition to all registered competitors.

Due to insurance concerns, Minors under the age of eighteen attending a NERC event without a parent or guardian may be required to complete a special release. Please contact NERC for further information.