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Unique weapons

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In Robot Wars, some robots created weapons that did not fit into any category. These are known as unique weapons.

They may still act as overhead or rotating weapons, but functioned in very different ways. The most famous unique weapons would probably be Mousetrap and Tentoumushi.

DefinitionEdit

A unique weapon is designated by the fact that it does not fit one exclusive category of weapon. The weapon of Mousetrap for example, functioned in the same way as a hammer (Series 4) or bladed axe (Series 5/Extreme 1), but also as jaws when it clamped down on robots.

In addition, there may be weapons that do not fit any category whatsoever, such as the weapons of Tentoumushi or Darke Destroyer 2.

Advantages and DisadvantagesEdit

Advantages

  • Roboteers can often use the custom weapon to fit in with the design of their robot, for both effectiveness and entertainment. Mousetrap is the best example of both.
  • Creating a new type of weapon grants a robot the element of surprise.

Disadvantages

  • It is very difficult to know whether a weapon will be effective in combat without predecessors to compare with. Alas, many of the weapons listed here were ineffective.

List of Robots with Unique WeaponsEdit

Robots are listed alphabetically. Robots that aren't heavyweight are listed with a green background.

Robot Weapon Picture Series Appearances with Unique weapon Description Advantages Disadvantages
8645T Combination axe/flipper arm 8645t Series 5, 7 The flipper and axe were attached to the same piston so that when it was fired, the axe would go down and the flipper up simultaneously. Protected both sides at the same time. The weapons offered good leverage to one another. It didn't allow 8645T to self-right from any position except on its back.
Big Brother Morningstar mace Big brother Series 3 The morningstar functioned as an overhead flail, which would whip back and forth. Fast attack rate Caused no damage, the mace was prone to falling off
Binky Nose axe and Battle sled Binky Series 3 Binky's battle sled was a large wedge scoop attached to a frame. The frame, itself attached to Binky's turret body, was capable of rotating around so that Binky's battle sled had a 360 degree range. Provided a good deal of protection when facing an opponent, as it kept robots at least three feet away from the mechanics. Was very slow in moving around, often required torque from the actual robot. Taking up a good deal of Binky's 80 kg limit, often the body rotated and the battle sled remained still.
Broadsword Medieval broadsword Broadsword Extreme 2 The sword was a long blade made out of car springs. It was similar to a spear, but had bladed edges, and could damage opponents by swinging the side of the blade into them Protected it from spinners, it held off Typhoon for most of the match. Was long and unwieldy, it struggled to hit low robots and had minimal effect on them if the attack connected.
Cronos Crusher/rear-hinged flipper Cronos Series 4 Cronos' weapon consisted of a vertical crusher and a rear-hinged flipper mounted together on the same arm. The leverage from the crusher raised the rear wedge which was supposedly capable of lifting a double decker bus. Functioned similar to 8645T, Robochicken and the Series 5 Sir Chromalot. Both weapons were powerful Ineffective at self-righting
Daisy Heavy overhead "Skipping rope" Daisy Series 3 Described as a skipping rope, Daisy's weapon was a thick metal blade which swung over the robot to strike opponents. Very little is known about the weapon as it, and Daisy, were never seen in action. It appeared to be able to strike both front and back
Its design would have allowed it to act as a srimech.
Potential reliability issues, although unknown whether this was the reason Daisy pulled out
Had a limited range and would have struggled against large opponents, such as its would-be opponent, Aggrobot.
Darke Destroyer 2 Spring-loaded "wagglers" Darkedestroyer2wagglers Series 4 The wagglers were two spring-loaded, sharp pieces of metal that would be fired when they came into contact with another robot, hopefully slicing into the shell Could be fired at an incredible rate Were very weak, and never caused any damage
Dome Pneumatic trebuchet Dome Series 5 The trebuchet functioned as an overhead flail, with the "ammunition" a disc attached to the main arm by a chain Very fast Didn't cause much damage
Haardvark Grinding blade Henry vs Haardvark Series 3 The blade was originally meant to be a circular saw, but it had to be removed due to health & safety regulations. It was also attached to a plastic blade. It was an abrasive saw that was designed to grind away the armour of robots Made lots of sparks, which would help emphasize damage and aggression in the event of a judges' decision Fragile, struggled against tough armour, needed to be held in place to work properly.
Havoc Zinc mace Havoc mace Series 2 Interchangeable with a flipper, the mace was a spiked ball attached to a rod on the top of Havoc by a chain, allowing it to move freely. Large attack radius Ineffective
Little Nipper Twin mousetraps Little nipper Extreme 1 Little Nipper wielded two mousetraps that looked like an actual mousetrap. They would bludgeon down on its opponent. Fast Ineffective, retracted very slowly
Mousetrap Trap mechanism Mousetrap sumpthing Series 4-5 The mechanism was designed to resemble the actual mechanism of a conventional mousetrap. Functioned as an overhead weapon, with a heavy bar, and then a guillotine blade in Series 5, as the impacting part of the weapon. Reached a Series Semi-Final and recorded four wins, including a victory over the seeded Evil Weevil, with this weapon. Was effective as a trapping mechanism; Mousetrap could easily drag robots across the arena once it had slammed the trap down. Could not function as a srimech.
Was vulnerable to damage, as shown in the battle with S3.
Piranha Knife blade Piranha Extreme 2 The weapon functioned as a large blade that was fired like an axe. Was fast-acting Not very powerful
Roter Osche 'Demolition Hammer' RoterOsche Series 2 The weapon worked like a jackhammer to dent and buckle other robots' armour. It was strong enough to damage the arena sidewall, but was not seen in action on the televised broadcast. Proved very powerful and destructive. Only worked on slow or immobile opponents.
Mounted high, likely too high to hit most low-profile robots.
Sir Chromalot Combination axe/flipper Sirchromalot Series 5, Extreme 1 The flipper's gas bottle was mounted on the flipping arm, and had a spike attached to the rear end of it. It functioned akin to 8645T and Robochicken. Reasonably effective Inaccurate, prevented it from self-righting after being flipped by Firestorm.
Sting Whipping tail Sting Series 2-3 The tail was basically a spiked chain that would whip back and forth quickly. Very fast Inaccurate, weak
Tentoumushi 'Smothering Shell' Tento akill Series 3 It also had a small spinning disc, but the main weapon was the 'smothering shell'; this was used to grab hold of its opponent, allowing it to either use its saw or drag any robot trapped within around the arena. It did this to great effect in both the Middleweight Melee and the Series 3 War of Independence. Could easily control an opponent by trapping it with the 'smothering shell'. Was necessarily fragile.
Toe Cutter Spring-loaded blade Toe cutter audition Series 3 The blade was a 5 kg blade attached to a Clay Pigeon trap, which when fired would hopefully cut into the armour Was very fast and could be fired in quick succession Wasn't very powerful, very narrow range of attack.
Twister (Dutch) Spinning Triangle Twisterdutch2 Dutch Series 2, Series 7 Twister featured a triangular spinner with blunted vertices that acted as hammers. The entire outer triangle was thick enough to cause damage. The weapon was mounted at a 45-degree angle in Dutch Series 2 and horizontally in UK Series 7. Due to its unusual shape, Twister's weapon cannot accurately be classified as a flywheel or a heavy rotating blade. The weapon was well-designed with much of its weight away from the central axis. The 45-degree orientation left the robot precariously off-balance. The horizontal configuration left the space in between the vertices exposed - if that was the point of impact the triangle would glance harmlessly off the opponent and be unable to spin up.

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