Hextech Revolution: Final Research Rolls, Part II

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 did those using the BoP as of July 11.
  2. Three weeks’ worth of research rolls, using the final BoP figures.

Here goes!

Arc-ending rolls

At the end of the arc, the Balance of Power was as follows.

PILTOVER BANDLE CITY ZAUN DEMACIA
16 21 66 57

People have been asking a lot about sanctions. We’ve decided that one reasonable sanction would be for the Demacia, Piltover, and Bandle City to have -50% BoP for modifier purposes for the bonus rolls.

This gives the following BoP modifiers:

  • Piltover: +0
  • Bandle City: +1
  • Zaun: +4
  • Demacia: +2

So, let’s get to it.

Piltover

Ironclad Fleet

  • Starting Phase: Gamma
  • Roll: 5
  • BoP Modifier: +1
  • Total: 6

Sets two and three:

  • 7, 7 :(
  • Bandle City helps: gets 6, 8
  • Project complete! Piltover now has a short-ranged but powerful fleet.

Underwater City

  • Starting Phase: Alpha
  • Roll: 6
  • BoP Modifier: +1
  • Total: 7
  • Bandle City roll: 5 + 2 = 7

Sets two and three:

  • 4, 7 :(

Danger Level: 2
Danger Roll: 9 (success)

Sets two and three:

  • 8, 15 (both successes)

Bandle City

Bandle-PoroFarm

  • Starting Phase: Gamma
  • Roll: 3
  • BoP Modifier: +2
  • Total: 5

Sets two and three:

  • 6, 11
  • Project complete! They now have the technology to raise adorable little poros in any climate, using refrigerated poro farms. This is a significant commercial breakthrough. They also get Poro Cavalry for combat and exploration. :3 More to come.

Space Scouts

  • Starting Phase: Alpha
  • Roll: 3
  • BoP Modifier: +2
  • Total: 5

Sets two and three:

  • 5, 8
  • Beta Phase
  • Piltover helps: 5, 11
  • Gamma Phase

The Atlanteans

  • Starting Phase: Alpha
  • Roll: 10
  • BoP Modifier: +2
  • Total: 12
  • Breakthrough! Project advances to Beta Phase!
  • Piltover roll: 7 + 1 = 8!
  • Breakthrough! Project advances to Gamma Phase!

Set two:

  • 9
  • Project complete! This one is going to need some TBD. I will chat with the lore team and see what we can come up with. Might tie into the next arc very nicely.

Danger Level: 3
Danger Roll: 3 (FAILURE) –> reroll due to Cosmic Balance –> 6 (success)

Sets two and three:

  • Another failure, another Cosmic Balance save. All is well. Thanks Kennen!

Zaun

Solar Codex

  • Starting Phase: Gamma
  • Roll: 10
  • BoP Modifier: +4
  • Merricurry Modifier: +1
  • Total: 15
  • Breakthrough! Project complete!
  • Explorers hired by the TriOptima corporation, and its wholly owned subsidiaries, have discovered the Solar Codex, an ancient Shuriman tome containing its deepest arcane secrets. It was hidden in a timelocked pocket dimension within the ruined foundations of a fallen pyramid. Now, the real challenge begins: deciphering its contents. Already, two overly enthusiastic researchers have been disintegrated by opening the book to the wrong page.
  • Impact: This opens up a new branch of Zaun’s tech tree. I’ll post the poll soon. For now, let’s proceed.

Sets two and three:

  • 11, 11
  • Whatever Zaun picks, it’s at Gamma Phase now.

Infinity Engine

  • Starting Phase: Gamma
  • Roll: 5
  • BoP Modifier: +4
  • Merricurry: +1
  • Total: 10
  • Breakthrough! Project complete!
  • Impact: Upgrades Zaun’s zeppelins to jet-powered versions that have higher military strength and allow broader exploration. Also will allow Zaun to start a spaceship project later.

Noxian Decontamination

  • Starting Phase: Gamma
  • Roll: 2
  • BoP Modifier: +4
  • Merricurry: +1
  • Total: 7
  • Breakthrough! Project complete!
  • Zaun has developed a process by which the Void’s contamination may be banished from land. They’ve also concocted a series of medical treatments for those cursed with Void sickness. It will take time, but Zaun has begun to heal the people and lands of Noxus.

Zeppelin Skyfleet

  • Starting Phase: Gamma
  • Roll: 1
  • BoP Modifier: +4
  • Total: 6

Set two:

  • 11, project complete! Zaun gets some zeppelins.

Hyperspace Tunnel

  • Starting Phase: Alpha
  • Roll: 8
  • BoP Modifier: +4
  • Merricurry: +1
  • Total: 13
  • Breakthrough! Project advances to Beta Phase!

Sets two and three:

  • Complete! (8, 10)
  • Impact to be described further later. In short, although it’s risky and costly, Zaun can now send persons and things via hyperspace tunnel without the need for a receiving gate. (They can’t beam them back up, though.)

Merricurry

Wildcard breakthrough on a roll of 4 on a d4.

  • Roll: 1

Sets two and three:

  • 3, 3 (lol)
  • No wildcards.

Danger Level: 5
Danger Roll: 8 (success)

Sets two and three:

  • 11, 13 (successes)

Demacia

Freljordian Pact

  • Current Phase: Beta
  • Roll: 6
  • Modifier: +2
  • Total: 8
  • Breakthrough! Project advances to Gamma Phase!

Set two:

  • 12: project complete! Demacia and the Avarosan now have an alliance of sorts. More TBD.

The Purifiers

Starts at Beta Phase due to unused breakthrough from the EUW dueling tournament.

  • Current Phase: Beta
  • Roll: 4
  • Modifier: +2
  • Total: 6

Sets two and three:

  • 12, 3
  • Gamma Phase

Danger Level: 1
Danger Roll: 7 (success)

Sets two and three:

  • 17, 18 (successes)

—CupcakeTrap

 

Caitlyn, you monster.

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10 comments on “Hextech Revolution: Final Research Rolls, Part II
  1. SonOfTill says:

    Well Ironclads were in nature a short ranged vessel. You sacrificed range and speed for durability.

    • StormRevolver says:

      uhm no actualy they were pretty fast especialy when there was no wind, and there were ones that was designed to get over the atlantic. oh that 5-9 day was actualy just for early steam ships. so it was actualy no wonder everyone switched over to metal body ships. they just beat the wooden ones. the main problem is producing them i guess but even wood ships take a lot of time.

  2. StormRevolver says:

    hmm why are ironclads short ranged? or what do we mean on short ranged?

    • CrazedPorcupine says:

      Probably that they can’t travel very far.

      • StormRevolver says:

        hm even the coal fueled ironclads could have fuel for 6-9 day. why cant phyrikos fuel them a lot more?

        • CupcakeTrap says:

          They’re mostly a defensive force to hold Zaun back and protect the coast. I think we should avoid Runeterra developing modern steel battleships for a while.

      • StormRevolver says:

        when we got ultravelocity cannons and lazors, battletanks, and giant deathbots? woodships seems preeeettyy outdated actualy. like hey lets put a lazor on a small boat and set all the enemy fleet on fire while they try to hit you with cannons XD but yea one thing i wanted to say about the new research system that we should map out how advanced all the stuff in the system already is. like what is the current manufacturing method? i kinda feel like everyone is still building stuff by “hand” no factorys or such but zaun got the factory polluted feeling so i jsut dont know. what are the zaunite tanks like? like the ww1 tanks? or they got metallurgy enough so they feel like ww2 or more? do they work with “combustion” engine? do the giant robots work with hydrauliks, or plain magic? how big is the bandle space base? and how did they manage to build it that big? how do we build an underwater city? stuff like this.

        • CupcakeTrap says:

          > woodships seems preeeettyy outdated actualy. like hey lets put a lazor on a small boat and set all the enemy fleet on fire while they try to hit you with cannons XD

          It’s important to bear in mind that this is not the industrial revolution. Magic – plain old regular magic – is very powerful in Runeterra. A Demacian knight can swing her magic sword and slice open a tank. The flag of Demacia flying above a wooden ship will deflect the laser beam from the wood. Or if it’s Piltovian, then the hextech-processed wood will be highly flame resistant. (Or whatever.) I’m not saying here that magic always beats tech: just that progress is not as linear and ordinal as it is IRL, where we went from weak tech (an arrow) to strong tech (a bullet). Here it’s more like “who’s awesomer?”, and the answer is generally that knights and dragons and robots are all about equally awesome.

          Normally, an elf with a bow would not seem like a meaningful threat to a giant city-stomping monster, or someone with a sniper rifle, or a Champion who is basically a metal diving suit. And usually, a person who runs around shirtless punching and kicking enemies is not going to last long against a dude with an automatic shotgun. It’s important not to confuse Runeterra with RL in this way: magic matters a lot, and it’s not always as obvious as someone casting a spell. It’s also … “hero-ness”.

          All that said, part of why we’re going to be slowing down the crazy tech development is that actual steel battleships and the like would be straining credulity just a little too far. It would also be reaching beyond the thematic library of LoL.

      • StormRevolver says:

        true :)

      • StormRevolver says:

        then again more spaceships would too :)

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