Avatar Robotics Combat League (ARCL) — Rules you need in the pilot ring: arena layout, scoring, fouls, and mechanics that affect how you fight.
1. Arena & match structure
The ARCL uses a dual-ring layout so you stay in a safe outer track while the robots fight inside the inner ring.
The arena
The battleground is a tire-shaped arena:
| Zone | Dimensions | Description |
|---|---|---|
| Robot ring | Radius r = 1.5 m | Inner fighting zone, enclosed by a physical barrier (ropes or circular fence) |
| Pilot ring | Width d = 2.0 m | Where you stand and control your robot — stay inside this track |
Match format
- Round length: 150 seconds
- Match format: Best of three (Bo3)
How a match runs
- A countdown leads into each round, then active fighting until the round ends (KO, fall, time, etc.).
- Breaks between rounds are for rest and reset; treat them as non-combat time.
- The match ends when one side reaches two round wins (Bo3). If rounds stay tied across the full match, the result is a match draw.
2. Win conditions
A round ends as soon as one of these applies (checked in this order):
- HP depletion — The opponent's HP reaches 0 → you win the round.
- Knockdown (The Fall) — The opponent's robot falls → instant round loss for them. A fall is when the robot's IMU detects angle or acceleration clearly past a normal standing posture.
- Double KO — Both robots hit 0 HP at the same time → round draw.
- Time up — The 150-second timer runs out with no KO → higher remaining HP wins the round; equal HP → draw.
Each round win = 1 point toward the match.
Match winner
- Bo3: First team to two round wins wins the match.
- If the match is fully played and still tied → match draw.
3. HP & damage
Hits are read from armor and helmets with <5 ms feedback to the HUD.
Starting HP
Both robots start each round at 1000 HP. HP resets every round.
Damage table
| Zone | Damage to target | You recover (attacker) | Notes |
|---|---|---|---|
| Chest / Abdomen (normal) | 50 HP | — | Front torso |
| Head (critical) | 150 HP | +100 HP | Head shots matter |
| Back (backstab) | 100 HP | +50 HP | Don't expose your back |
Blocking & guarding
You may use the robot's arms and gloves to deflect or absorb strikes. Hits on arms and legs do not count for scoring.
4. Combat rules
Allowed
| Tactic | What it means for you |
|---|---|
| Striking | Full punching range with the arms |
| Mobility | Footwork, turning, movement in the ring |
| Pushing | Allowed, but any fall loses the round — including yours if you lose balance on a bad push (self-inflicted KO) |
Fouls
| Foul | What happens |
|---|---|
| Grappling & clinching | No grabs, holds, or joint locks |
| Striking a downed opponent | After a fall is registered, robots are frozen — no extra hits |
| Pilot out-of-bounds | You must stay inside the pilot ring (safety and link quality) |
5. Mechanics that affect you
Anchor button
You have an Anchor control: while held, the robot holds its stance and ignores your motion-capture input (sync-hold).
Use it to re-center yourself in the pilot ring or to lock a stance on purpose. The system also forces Anchor at round end, on KO, and at the buzzer so robots freeze safely.
Action drain
If there is no contact between robots for 15 seconds straight, the HUD warns with Action Drain. After that, both robots lose 100 HP every 3 seconds until a valid scoring strike lands.
Barrier pins
If a robot is pinned on the fence and can't escape for more than 10 seconds, the match calls a Break: robots freeze, then both reset to ring center.
Technical pause (T-pause)
The referee may freeze the match (timer and robots) for things like bad latency, suit disconnect, or armor coming off. Wait for the crew / ref to clear you before fighting again.
6. Falls
- Falls are sensed by the robot IMU (not by opinion calls in the moment).
- A fall is an instant round loss for that robot.
- Everyone freezes when a fall is detected; the HUD shows it clearly.
7. Link & HUD signal
If your link degrades, the HUD can show Signal Lost and Signal Restored when you're back. Protect your connection — stay in the pilot ring and follow crew instructions if they pause for gear or radio issues.
Round length, breaks, and how rounds and matches end are covered in §1 Arena & match structure and §2 Win conditions above.
ARC League (this event)
Season 1 venue-specific notices and equipment checks may add requirements on top of the rules above. See League notices for what applies on the day.