Backlash · FRC Charged Up Robot CAD
A manufacturable 2023 FRC robot concept designed to be competition-capable for Charged Up.

Overview
Backlash was an independent robot CAD project modeled around the 2023 FIRST Robotics Competition game, Charged Up. In Charged Up, robots handled two game pieces, cones and cubes, and scored them onto grid nodes at different heights. Robots also had to interact with the single and double substations for game piece pickup and the Charge Station for endgame balancing.
Although Backlash is categorized as CAD Practice on my portfolio, I treated the project like a real competition robot. The goal was to design a complete robot that could have been realistically manufactured by my old team, FRC Team 4079, and competed with if needed. I designed the entire robot, not just an isolated mechanism, using the X001 Upgraded KOP Drivetrain as the base and building the scoring system around it.
The final robot used a 2 DoF chain-driven arm and wrist with a polybelt manipulator capable of handling both cones and cubes. The design focused on reaching every scoring level, intaking from multiple field locations, and staying realistic for a COTS-heavy FRC build.
Outcome
The final result was a complete CAD model of a competition-capable Charged Up robot concept. Backlash could reach all three scoring levels, pick up from the ground and substations, and handle both cones and cubes with a polybelt manipulator.
The project was not built, but it was designed around real manufacturing and gameplay constraints. It pushed me to design quickly while still considering competitive performance, fabrication, packaging, and field interaction.
Problem & Goal
Design a full Charged Up robot that could score cones and cubes across all three node levels, pick up from multiple field locations, and stay realistic enough to be manufactured with FRC Team 4079's fabrication resources.
Game Context
Charged Up required robots to move cones and cubes from loading areas to scoring grids. Each alliance grid included multiple node locations across low, mid, and high scoring levels, which made vertical reach and game piece control major design priorities.
For Backlash, this meant the robot needed to:
- Score cones and cubes on low, mid, and high nodes
- Handle both cone and cube geometry with the same manipulator
- Pick up from the ground, single substation, and double substation
- Fit into a realistic starting configuration
- Balance scoring reach, mechanism complexity, and manufacturability
- Preserve enough drivetrain stability for fast cycling and Charge Station interaction
Design Requirements
- Reach all 3 levels of the Cube and Cone nodes
- Pick up cubes, upright cones, and tipped cones
- Pick up game pieces from the ground, single substation, and double substation
- Use a 2 DoF arm and wrist layout
- Keep the robot COTS-heavy and realistic to manufacture
- Reuse the X001 Upgraded KOP Drivetrain as the base
- Design a competition ready Charged Up robot
- Keep the mechanism practical for the 2023 Charged Up field layout
- Treat the CAD model like a robot that could have been built and competed with
Process
- 1Studied the Charged Up field layout, scoring nodes, substations, and game piece requirements
- 2Sketched and modeled early linear and angled elevator concepts
- 3Abandoned the elevator layouts due to complexity and moved toward a 2 DoF arm and wrist design
- 4Created a master sketch to validate reach for ground pickup, substation pickup, and all three scoring levels
- 5Confirmed that the robot could reach the intended pickup and scoring positions
- 6Modeled the full robot around the X001 Upgraded KOP Drivetrain
- 7Designed the chain and gearbox reduction for the main arm
- 8Designed the powered chain-driven wrist and polybelt manipulator
- 9Packaged the full scoring system into a manufacturable FRC robot concept
Technical Decisions
- Used a 7/8" round-tube dead-axle arm pivot
- Designed the main arm around chain and gearbox reduction
- Added a powered chain-driven wrist to control manipulator angle
- Used a polybelt manipulator inspired by FRC 111 WildStang's Charged Up intake concept
- Designed the manipulator to grab cones and cubes in multiple orientations
- Validated the robot's scoring and pickup positions with a master sketch before detailed modeling
- Built around COTS components and realistic team fabrication constraints
- Reused the X001 Upgraded KOP Drivetrain to focus the project on the full scoring superstructure
- Chose the arm and wrist architecture because it was more approachable than the elevator concepts while still meeting the game requirements
Early Concepts
Before settling on the final Backlash architecture, I explored linear, angled elevator concepts as the initial robot direction. These layouts had strong competitive potential, and a similar style of concept was used successfully by FRC 4414 during Charged Up.
The main issue I ran into was packaging. To reach the high nodes while staying inside the frame perimeter, the elevator concepts needed 3 or even 4 stages. That added a lot of complexity for a project I was trying to keep realistic for my skill level and my old team's fabrication capabilities at the time.
Even though the elevator concepts were not carried forward, they were still valuable as reach and packaging studies. They helped me understand the Charged Up node geometry, substation pickup positions, extension requirements, and the tradeoffs between elevator and arm-based scoring systems before committing to the final 2 DoF arm and wrist robot.
Final Design
The final Backlash design used a 2 DoF arm and wrist system instead of an elevator. The main arm was driven through chain and gearbox reduction, with a 7/8" round-tube dead-axle arm pivot as the shoulder joint. A powered chain-driven wrist controlled the end effector angle so the robot could position game pieces for ground pickup, substation pickup, and scoring on different Charged Up node levels.
The end effector was inspired by FRC 111 WildStang's Charged Up manipulator concept and went through multiple iterations. The v1 intake used 2 rollers to pick up cones, but it only worked well when cones were upright. It could also intake cubes using the bottom roller, but it could not reliably pick up tipped cones, which was a major limitation for real match play. I also explored making the intake wider to make pickup easier for the driver, but that created more packaging concerns around the wrist, arm, and frame perimeter.
The v2 intake simplified the mechanism by using the same 2 polybelt rollers to pick up both cubes and cones in any orientation. This made the manipulator much more versatile because it could handle cubes, upright cones, and tipped cones without needing separate geometry for each pickup case.
End Effector Iteration
The end effector went through a major redesign from v1 to v2.
The v1 intake used 2 rollers to pick up cones, but it only worked well when cones were upright. It could not reliably intake cones that were knocked over, which was a major limitation for Charged Up because cones often ended up tipped on the floor during a match. The bottom roller was also used for cube intaking, so the design could handle both game pieces, but not with the same level of flexibility I wanted.
During v1, I also explored making the intake wider to make game piece pickup easier. A wider intake would give the driver more room for error, but it also created more packaging concerns around the wrist, arm, and robot frame.
The v2 intake simplified the concept by using the same 2 polybelt rollers to pick up both cubes and cones in any orientation. This made the manipulator more versatile because it could handle cubes, upright cones, and tipped cones without needing separate geometry for each pickup case.
| Version | Design | Limitation or Improvement |
|---|---|---|
| V1 | 2-roller cone intake with the bottom roller also used for cubes | Could intake upright cones and cubes, but struggled with tipped cones |
| V1 exploration | Wider intake concept | Easier pickup, but harder to package cleanly |
| V2 | 2 polybelt rollers for both cones and cubes | Could pick up cubes and cones in any orientation |
What I Learned
- How to design a full FRC robot around a game-specific scoring challenge
- How to design a 2 DoF arm and wrist system with chain and gearbox reduction
- How to package a powered wrist into an arm-based scoring system
- How to design a cone and cube manipulator around polybelt rollers
- How to use a master sketch to validate scoring and pickup positions before modeling
- How to compare mechanism concepts based on complexity, reach, packaging, and manufacturability
- How to move quickly through a full robot CAD project while still keeping the design competitive


