Rules Charter
As determined by the elected delegation of the Ultra Mech Battle Circuit Creative Team, hereto referred as "Creative", and the Allied Battler Engineers and Mechanics Solar union, hereto referred as ABEMS, this charter enshrines the rules to be followed by all individuals involved in and around the competition as of SE 002.93.
Signed,
- Norris Howard
- Zeek Perez
- Rami Tawfiq
- Sterling Starling
- Mathilda Marianne Delaney
- Oxferd Yang
- Vice Howard
- Mitsu Shūsui
- William St. John
- D. Flanagan
- Paulina T Kawakami
- Ali Suri
- Stella Howard-Delaney
- sybel service
- Greg Siad
- Maxer Lebanon.iii
- Yuan Darjeeling
- Eula Euler
Amended,
002.95, 00.299, 003.07, 003.16, 003.48
Table of Contents
Article 1 - Universal Rules
Section 1 - Tournament
1.A - Structure
Tournaments are structured in a series of multi-stage double elimination brackets.
Each set consists of a single one-on-one match. Winners of their match go onward in the bracket. Losers are initially placed in a lower, or Loser's, bracket. Upon a second loss during a stage they are out of the tournament.
1.A.a - Pools
The First stage is a series of sub-tournaments that are referred to as "Pools", and continue until the brackets have been narrowed down to no more than sixty four (64) Battlers.
All matches shall be recorded, but may not have official commentary, broadcast, or promotion.
Pool matches may occur simultaneously at different arenas.
Pool brackets are weighted to discourage well established Battlers from encountering each other when possible. However, Creative has final decision on bracket makeup.
1.A.b - Top 64
The bracket standings from pools are reset and reorganized based on but regardless of results from Pools.
1.A.c - Top 8
As with the previous stage, Top 8's standings are reset and the bracket is reorganized.
1.A.d - Grand Finals
Unlike the previous stages, Grand Finals are a single match with an hour long time limit and no set point goal. However, the Battler with the most points at the end of the time limit is declared the winner if no other victory condition has been met. (See Section 2.A.d for Match Resolutions)
1.A.e - Off-season and Exhibitions
Matches performed outside or not during the official season are allowed and can be officially sanctioned by Creative. These matches cannot have any influence on official tournament standings, placement, or results.
1.B - Anti-Tampering Provisions
In accordance to the ABEMS Adoption Agreement of SE 000.22, all parties including Creative, ABEMS, and Battlers are forbidden from any of the following:
- Intentional Match fixing, i.e. ensuring that specific Battlers win or lose a match.
- Intentional Battler harassment involving serious threats to life, limb, and/or loved ones for the purposes of influencing match results.
- Engaging directly in gambling or allowing gambling odds to influence match results.
As mentioned in Section 1.A, Creative has the responsibility of bracket creation. In addition, they are permitted the use of statistical forecasting methods for prediction and story creation purposes. Such information is not allowed to be shared or discussed outside Creative meetings.
Section 2 - Match
A Match is defined by a single competitive event between two Battlers.
2.A - Structure
2.A.a - General
General match structure is the same across all Divisions.
Matches are one-on-one.
Only booked Battlers may be present in the arena while the match is active. (See Crowding Rule in 2.B.b)
2.A.b - Pre-Match
Immediately prior to a Match beginning all of the following must be executed:
- Both Mechs must go through their pre-Match diagnostics. Failure to complete diagnostics will result in disqualification.
- Battlers are to report to the Launch Bay and be suited up for standby.
- All non-Battler personnel must vacate the arena.
For Arena maintenance and regulations see Section 4.
2.A.c - Beginning
Both Battlers must agree to begin the Match within one minute of each other. Upon which a thirty second countdown timer will begin.
Once the timer is engaged, a Battler cannot leave the bay until it has reached zero and the match has officially begun.
2.A.d - Resolution
Matches may resolve one of five ways:
- Time - By reaching the end of the thirty minute timer. Matches may not exceed this timer. Victor is determined by Points. (See 2.C.b for scoring rules.)
- Score - By attaining 1000 Points before the time limit. (See 2.C.b for scoring rules.) This does not apply to Grand Finals.
- Cession - At any point a Battle may cede the match to their opponent for any reason.
- Total Knockout - If a Battler is knocked unconscious or otherwise unable to respond, an Orange Flag is thrown, and the Match is called for their opponent.
- Total Destruction - If a mech is ruled to be completely nonfunctional due to sustained damage, then the Match is called for their opponent.
2.A.d.1 - Resolution Appeals
Results of a match which resolved via time or score can be appealed by either competing Battler, but only before the next official match either Battler has. Appealing has the match results reviewed with the goal of changing or switching the results of a match.
Creative has issued a preference towards rejecting appeals in favor of off-season exhibition matches. However, ABEMS and the Judges’ Council view the option of appealing as integral to the sanctity of the sport.
2.B - Permissions and Penalties
The following section indicates events that are allowed and what actions will result in penalties.
2.B.a - Yellow Flags
The following is a list of discouraged actions that will thus be referred to as "yellow flags". The plenty to a Battler for committing such actions will be determined by ringside referees depending on context, but will often result in point penalties, temporary match stoppages, or disqualification if deemed necessary.
- Black Eye Rule - Targeting the cockpit of a Battler with the intent to disable via pilot knockout.
- Failure to Engage - Fleeing your opponent with the intent to run down the timer for longer than 5 minutes.
- Unsafe Exiting - Opening the cockpit or leaving the mech while it is still functional or safe before a match has been called.
- Going Dark Rule - Intentionally targeting or destroying Circuit cameras or other recording and sensory devices for any reason.
- Delay in Launch - Battler did not agree to start March after the allotted 60 seconds after their opponent agreed.
- Failure to Launch - Battler did not leave Launch Bay after the match began.
- Early Launch - Battler launched before the countdown to launch finished.
- Breaking Division specific yellow flag rules. Refer to the Division sections of Article 2 for details.
2.B.b - Red Flags
This following list is actions, referred to as "Red Flags", that are considered particularly dangerous or unethical and will result in disqualification or out-of-match punishments and the end of play.
- Mechner's First Rule - Continuing the conflict after the match has been called.
- Mechner's Second Rule - Killing your opponent whether accidentally or intentionally.
- Bleeder's Rule - Intentional self harm including but not limited to physically cutting skin and attempted suicide.
- Ser Dopesalot's Rule - Actively ingesting performance altering substances included but not limited to painkillers, alcohol, marijuana, or mind altering drugs immediately before or during a match beyond the pilot’s tolerable levels.
- Crowding Rule - No more than two Battlers may be present in the arena during an active match. If a Tournament competitor interrupts a match they are not booked for, it will result in their disqualification at bare minimum.
2.B.c - Other Flags
- White Flag - Resume of Play
- Checkered Flag - End of Play
- Orange Flag - End of Play due to Emergency. Matches may be rescheduled or called depending on the nature of emergency.
2.B.d - Outside Match Behavior
Battlers are expected to maintain a certain quality of behavior outside of active participation in UMBC events such that should they engage in certain social taboos they may face expulsion from the Circuit. Such behavior includes but is not limited to: sexual assault, abuse, intentional murder, and association with politically reprehensive groups such as Banites. Appropriate action against Accused Battlers will be handled by a delegation of their peers, coworkers, and Creative.
2.C - Scoring
2.C.a - Judges
Match scoring is done by a committee of five judges, three from Creative and two from ABEMS. The final score is the mean average of the five scores rounded down.
Points are awarded for performance and are ultimately left to the judge's discretion. Judges may award points for the following: Hitting their opponent, dodging or blocking, outsmarting their opponent, especially impressive piloting or showmanship.
Judges are trained and selected by current and previous judges.
A judge may be recalled or decertified if they are discovered to have ruled on a match that they have a conflict of interest.
2.C.b - Points Guidelines
Points are typically awarded for actions such as hitting, dodging, or blocking. However they may also be rewarded for style or drama. Points are given during “Clashes” between Battlers. The Battler who scores the most points is the “Upper” while the reverse is the “Downer”. While point accrual is ultimately up to judge discretion, the following is a list of agreed upon values to be referenced as guidelines.
Clashes - 0 to 2 points to both Battlers
Ups - 2 to 4 points to the Upper
Downs - 0 to 1 points to the Downer
Section 3 - Battler
Creative recognizes that the term “Battler” may refer to the individual pilot, the individual mech, both in unison or interchangeably, or to the fictitious identity that is created around the pair.
A registered Battler must have the same pilot and mech for the duration of the tournament.
A Battler must use the same weapons or equipment for the duration of the tournament. Repairs and replacement parts are allowed, but they cannot change to completely different weapons or equipment.
All Battlers are allowed a support team of at least two, with no maximum limit to staff size. This team can include but is not limited to the following roles, mechanic, engineer, public relations, healthcare, and coach.
3.A - Pilot
A pilot is the individual personage who controls the mechanized warrior via its cockpit. Remote piloting from outside the Arena is strictly banned across all Divisions.
Pilots may or may not be the out of cockpit personality of their associated Battler depending on the established nature of character.
A pilot’s identity may be withheld from public record if requested. However, Creative must be able to verify that the pilot is the same individual each match.
A pilot must be human. Mechs cannot be piloted by AI or independent computer systems. Assistant algorithms, such as targeting computers, balancers, and accessibility controls are allowed and expected.
3.A.a - Requirements
In accordance with the safety protocols defined by the Battlers Assured Safety Measure of SE 000.62 (BASM.62), all pilots must be at least 18 years of age and receive a letter of health from a verified healthcare expert for each Season of entrance.
Younger pilots may participate in off-season and exhibition matches such as the Juniors League if permitted.
3.A.b - Sponsors
A Battler must have a certified sponsor to take part in the Circuit.
Sponsors are required to provide support and share in responsibility of a Battler's actions, training, travel, and equipment.
Sponsors must be registered with the Coalition as an active entity.
Sponsors may, but are not required to, partake in any narrative plans proposed by Creative.
3.B - Mech
A mech, or mecha, refers to the mechanized warrior and its associated equipment.
3.B.a - Technology
All Mechs must be powered by a QPR Engine.
Mech propulsion and locomotion restriction varies per Division. See Division Rules for specifics.
Regardless of Division, mechs must weigh between 1,000 kg to 10,000 kg.
3.B.b - Armaments
All mechs must be equipped with no more than two different types of offensive armaments.
Multiple weapons of the same type do not count towards this limit.
Defensive equipment including but not limited to shields, HLT barriers, and flak systems that could be utilized offensively do not count towards the limit within reason as determined by the Entry Committee.
Weapons must not be powerful enough to pierce the arena barrier field. Nuclear weaponry of any type is strictly banned.
Weapon systems may be handheld or physically mounted to the mech. Held weapons do not need an explicit mounting location or sheaths.
BIT systems and similar drone systems must be able to be mounted to the mech and must start the match in their mounted positions.
HLT and projectile armaments must have a built-in limitation such as ammo, time limit, set up time, or other restrictions. Refills may be obtained mid match in supply drops.
Section 4 - Arena
Arenas are defined as spaces where a Match is held. See Article 2 for Division specific rules.
All official UMBC arenas are located on Earth or within Earth's sphere in agreement with the Unified Mechanized Sports Treaty of SE 000.87, hereto referred to as UMST.87.
4.A - Building Standards
All terrestrial arenas must be contained within walled areas where the walls are no shorter than fifty (50) meters tall. They must further be contained in a latticed canopy dome. Height of the dome has a minimum height of one hundred (100) meters and a maximum height of one (1) kilometer.
Hyper Magnetic Field barriers must line the inner side of the walls and canopy.
Additional HLT shielding must be deployable along the inside.
For internal space bound arenas see Arena rules for the Melee Divisions in Article 2 Section 1.A.
In accordance with UMST.87, the Circuit will not host regular or exhibition matches in microgravity arenas without a renegotiation with the Coalition, ABEMS, and other established circuits or mechanized sporting organizations.
4.B - Arena Upkeep
In accordance with BASM.62, Creative has responsibilities related to arena upkeep, repair, and updates. These responsibilities include but are not limited to:
- Cleaning up after matches
- Inspection, inspection logistics
- Arena layout and planning
- Sourcing materials
- Maintenance
- Environmental impaction
Furthermore, planetside arenas must comply with the Ethical Land Use and Maintenance Agreement of SE 002.91, hereto referred to as ELUMA-2.91.
Section 5 - Records and Data
The UMBC Records Committee, hereto referred to as the URC, is responsible for all cataloging of official match results and events.
The URC is made up of delegates from Creative, ABEMS, notable enthusiast press, and volunteers.
Article 2 - Division Rules
Section 1 - Melee
The Melee Division limits Battlers to close combat with a much smaller arena than the other divisions.
1.A - Arena
Arena shape: Square
Arena dimensions: 120x120 meters
Arenas may have variance in verticality or include obstacles.
Since Melee Division arenas are so much smaller than other division arenas, they are allowed to exist inside those arenas. In those cases, the barrier rules are suspended and inside the arena will be surrounded with horizontal HLT beams stacked vertically to simulate the fighting rings in sports like boxing. Battlers who leave such arenas may suffer a penalty and maybe cause an orange flag call if they do not reenter the arena within 3 beats.
1.B - Battler
1.B.a - Pilot
Standard Circuit rules apply.
1.B.b - Armaments
All weapons must be directly carried or attached to the mech.
Projectile weapons are forbidden unless they are thrown or connected to the mech. Throwing handheld weaponry is legal.
Vehicles are strictly forbidden.
Constant flight is banned. A mech may only be airborne for not longer than three Earth minutes (roughly two beats).
Part of a mech may have flight capacity such as BITs as long as it is still connected to a grounded part or otherwise follows the time limitation rule.
Distraction tools such as lights, flashbangs, and short ranged EMP devices are legal.
Section 2 - Ranged
2.A - Arena
Arena shape: circular or elliptical
Arena size: 2 kilometer diameter
Arenas will have variance in verticality or include obstacles such as building, lakes, hills, or other environmental features.
Arenas are exclusively planetside and must be within the specified regions described in ELUMA-2.91.
2.B - Battler
1.B.a - Pilot
Standard Circuit rules apply.
1.B.b - Armaments
All primary and secondary weapons must fire, shoot, or otherwise release some sort of projectile.
Melee weapons that are not primarily limbs used for holding or locomotion are strictly forbidden. Battlers may hit opponents with their mech’s body as punches, kicks, grapples, or similar actions of their weapons have become disabled.
Mechs may ride or pilot unmanned vehicles to cover the arena. Vehicles may not have additional weapons beyond Circuit limit.
Constant flight is legal.
Section 3 - Mixed
3.A - Arena
Arena Shape: Square
Arena Size: 500 meters by 500 meters.
Mixed Division arenas are typically located in sections of Ranged Division arenas.
Arenas are built around a specific theme such as cityscape, desert, forest, or mountain.
3.B - Battler
1.B.a - Pilot
Standard Circuit rules apply.
1.B.b - Armaments
All Battlers must be equipped with one ranged weapon and one melee weapon.
A ranged weapon is classified as a weapon that fires, shoots, or otherwise emits a projectile that is not directly and constantly connected to the mech or weapon.
A melee weapon is classified as a weapon that is directly held by or connected to the main body of a mech. Melee weapons may be thrown as long as that is not their primary method of action.
Mechs may ride or pilot unmanned vehicles if launched with them. Once a Battler dismounts a vehicle they may not mount it again for the remainder of the match. Vehicles may not have additional weapons beyond Circuit limit.
Constant flight is legal.