Hextech Revolution: Final Research Rolls, Part I

There are two sets of research rolls that need to happen to properly conclude the Hextech Revolution storyline:

  1. The July 11 Friday research rolls never actually happened. We’ll do those using the BoP as of July 11.
  2. Three weeks’ worth of research rolls, using the final BoP figures.

Here goes! Streaming at twitch.tv/LeagueFactions.

July 11 Research Rolls

As of July 11, the Balance of Power was:

PILTOVER BANDLE CITY ZAUN DEMACIA
53 39 33 38

Giving the following BoP modifiers:

  • Piltover: +4
  • Bandle City: +3
  • Zaun: +3
  • Demacia: +3

So, let’s get to it.

Piltover

Piltover-TheLostLegion

  • Starting Phase: Gamma
  • Roll: 6
  • BoP Modifier: +4
  • Total: 10
  • Result: Breakthrough! Project complete.
  • Piltover has successfully cured Riven’s companions of their Void sickness. These refugees have sought and been granted residency in the city of Piltover, and enlisted as part of its defense force.
  • Impact: Strength 10 military unit [2d7+2]. Piltover now has some ability to treat Void sickness. Zaun’s biochem weapons are at half effectiveness against Piltover (and its allies, when in battle together).  Opens up new diplomatic options.

Piltover-IoniasFavor

  • Starting Phase: Gamma
  • Roll: 5
  • BoP Modifier: +4
  • Total: 9
  • Result: Breakthrough! Project complete.
  • Piltover and Ionia, long rather cold toward one another, have opened commercial and diplomatic relations.
  • Impact: Opens up a new research subtree using Ionian mystical secrets. (To be revealed with new research system.) Gain the ability to ask Ionia for help, especially if it can be argued to be a matter of balancing.

Piltover-UltraceramicArmor

  • Starting Phase: Gamma
  • Roll: 6
  • BoP Modifier: +4
  • Total: 10
  • Result: Breakthrough! Project complete.
  • OK. Hrm. Alright. OK.
  • Piltover can now create a synthetic version of armordillo shell plating, using pyrikhosian ceramics.
  • Impact: Piltovian units are more resilient. Rather than the usual d3 casualty roll (33% chance to be lost, 66% chance to retreat), lost units roll d5. Lost on 1, retreat on 2-4, go straight back into the next round of the fight on 5.

Ironclad Fleet

  • Starting Phase: Beta
  • Roll: 3
  • BoP Modifier: +4
  • Total: 7
  • Bandle City Roll: 7 (+3 = 10)
  • Breakthrough! Project advances to Gamma Phase.

Danger Level: 2
Danger Roll: 7 (success!)

Bandle City

Bandle-StrategicHexplosives

  • Starting Phase: Gamma
  • Roll: 6
  • BoP Modifier: +3
  • Total: 9
  • Breakthrough! Project complete!
  • Ziggs cackles maniacally as a massive explosion in the wilderness of Yordle Land shakes the very walls of Bandle City. Tiny yordles cower in terror. What hath yordlekind wrought?
  • Impact: Same as Piltover. Since Piltover got artillery, Bandle City will get a buff to Megling Commandos or something.

Bandle-PoroFarm

  • Starting Phase: Beta
  • Roll: 10!
  • BoP Modifier: +3
  • Total: 13
  • Breakthrough! Project advances to Gamma Phase!
  • Piltover Roll: 1 (+4 = 5)
  • Piltover tries to help. However, the poros think the Piltovian scientists are the vet, and bite them when they come close.

Space Scouts

  • Starting Phase: Alpha
  • Roll: 4
  • BoP Modifier: +3
  • Total: 7
  • Not yet. :(

Danger Level: 3
Danger Roll: 13 (success!)

Zaun

Zaun has too many freaking projects. I am too lazy for this. Their total modifier is +4 (+3 from BoP, +1 from Merricurry).

PsiKorps

  • Starting Phase: Gamma
  • Roll: 8
  • Total: 12
  • Breakthrough! Project complete!
  • The Korps is mother. The Korps is father. :|
  • Impact: Significant espionage bonus. Pharmakon II ban roll buffed: need a 4 on a d4 vs. most factions, 6 on d6 vs. Demacia. (This might change depending on whether or not we keep Pharmakon II in future arcs. If we remove it, we’ll add something else in.)

Solar Codex

  • Starting Phase: Gamma
  • Roll: 2
  • Total: 6

Infinity Engine

  • Starting Phase: Beta
  • Roll: 6
  • Total: 10
  • Breakthrough! Project advances to Gamma Phase!

Noxian Decontamination

  • Starting Phase: Beta
  • Roll: 10!
  • Total: 14!
  • Breakthrough! Project advances to Gamma Phase!

Zeppelin Skyfleet

  • Starting Phase: Beta
  • Roll: 8
  • Total: 12
  • Breakthrough! Project advances to Gamma Phase!

Merricurry

Wildcard breakthrough on a roll of 4 on a d4.

  • Roll: 3

Danger Level: 4
Danger Roll: 17 (success!)

Demacia

Freljordian Pact

  • Current Phase: Alpha
  • Roll: 5
  • Modifier: +3
  • Total: 8
  • Breakthrough! Project advances to Beta Phase!
  • The Freljord’s starting to … warm up to them. :3

Danger Level: 1
Danger Roll: 1 (FAILURE) (OH COME ON!)

Rolling 2d4+0 to determine result. Poor D-Town. :( This is like … the Void personally having it out for them.

  • Result: 1 + 1 = 2

Rolling d6 to determine specific level 2 catastrophe.

New Projects

Okay! There are the July 11 rolls. Now, a very short break to allow Summoners to vote on some new projects for their factions. (Either tonight or tomorrow, depending on how jumpy the chat is.)

Come on, Demacia. COME ON.

—CupcakeTrap

 

Caitlyn, you monster.

Posted in Uncategorized
3 comments on “Hextech Revolution: Final Research Rolls, Part I
  1. […] July 11 Friday research rolls never actually happened. We did those using the BoP as of July […]

  2. Kuronan says:

    *As with Piltover, Bandle City got Artillery

    You typoed on completing Strategic Hexplosives :P

  3. StormRevolver says:

    For Balance! XD

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