Power switches & removable links
Every combat robot must have a way to completely remove power from the outside, without tools, quickly. This is a hard rule at every event.1
Removable link (the standard solution)
Section titled “Removable link (the standard solution)”A plug that completes the main power circuit and is pulled out to disconnect.
- Carries full main-bus current — size it like the battery connector (an XT30 or XT60 doubling as the link, or a purpose-made link).
- Mounted so it’s reachable from outside the robot, clearly, in both orientations if possible.
- Retained in a socket that holds it against vibration but releases with a firm pull. A lanyard/loop makes it easy to grab.
- When out, the robot is fully dead — including weapon logic and any capacitor bleed path should discharge quickly.
High-current switches
Section titled “High-current switches”Purpose-built combat power switches (screw-actuated or slide) are allowed by most rulesets as long as they break the full current and their state is obvious. A switch that only signals a BEC or ESC enable line is not sufficient — the main power must be broken.1
Common beetleweight options:2
- FingerTech Mini Switch — the long-time default: a screw contact, compact, vibration-resistant. On high-voltage systems with big capacitors it can arc on turn-on and slowly erode the contacts.
- Lynx Switch — adds a precharge resistor so the capacitors charge gently before the contact closes; solves the arcing.
- Puppy Power Switch — bulkier, higher current, spring-loaded fail-ON so a hard hit can’t switch the robot off mid-match.
- Several combat power-distribution boards integrate a screw switch.
Wire the switch on the negative side. In a screw switch the tool becomes part of the circuit; on the positive side it can go live and short to a conductive (e.g. carbon-fibre) chassis. Never connect both battery leads to the switch.2
What it must isolate
Section titled “What it must isolate”- Drive motors,
- weapon motor,
- receiver / BEC,
- any lights, pumps, or accessories.
Basically: link out → nothing on the robot can move or power up.
Placement and protection
Section titled “Placement and protection”- Not behind the wedge or under the robot where it can’t be reached.
- Protected from weapon debris and impacts so it can’t be knocked out mid-match (which would be a safe failure) or jammed in (unsafe).
- Label the direction to remove it if it isn’t obvious.
Master power vs weapon lock
Section titled “Master power vs weapon lock”The removable link is separate from a weapon lock — a physical device that stops the weapon moving while you handle the robot. Most rulesets require both. A good weapon lock is one-handed to fit and remove, obviously visible, and can’t fall out on its own or when the weapon pushes against it.12
Common spinner locks:2
- A C-clamp, spring clamp, or locking pliers on the rotor — quick, but clamp it through a hole in the weapon so it can’t shake off.
- A pin through the chassis into the weapon’s path — a screwdriver works; a ball-lock pin is the secure, easy version.
- A 3D-printed block shaped to jam between chassis and rotor.
Lifters and other high-torque arms need a pin that locks the whole mechanism, not just a stop against rotation. In the pits, cover forks and teeth with foam cubes or printed guards.
References
Section titled “References”Footnotes
Section titled “Footnotes”-
SPARC Robot Construction Specifications (Standardized Practices for the Advancement of Robot Combat), v1.4, 2023 — §“Power System” and §“Safety”. Section numbers vary by revision; check your event’s adopted version. ↩ ↩2 ↩3
-
Ping, L., with L. Skotiniotis, I. Talbert & D. Tran. Beetleweights for Dummies (Fall 2025 revision) — builder-maintained beginner guide distributed via the NHRL Discord. Sections: Electronics & Wiring → Switches; Testing & Safety → Weapon Locks. ↩ ↩2 ↩3 ↩4