First of all we don't have the option to investigate the "resistance" or at least we didn't last turn just to send someone to deal with them
I am pretty sure that after
this, we will get an Intrigue option to investigate the resistance, the volcano incident itself, or both.
I am no longer going to engage with you on the issue of hero unit defections because you are being
REALLY absolutist about the issue.
A big part of my point is that while I don't actually disagree with the way you view morality, and understand the way you view the 'rightness/wrongness' of opposing Doof... Several of our hero units simply do not see things the same way you do. As such, they are not going to be swayed by your idea of what good and evil or right and wrong are. They're going to be swayed by
their ideas of what those things are.
Arguments like "Hego would never turn against an evil-branded dictator who gives out free food to the hungry masses, in favor of a good-branded plucky resistance that graffitis walls" are predicated on... basically not worrying about that. So are arguments of the form "they may be good-branded but that doesn't mean they're actually good."
Hego is definitely an idiot but he's an idiot that ran a fairly well regarded superhero team for several years, he won't just take their word for it
He doesn't need to be nuanced, he just needs to believe that just because someone says their evil doesn't mean that they are, which we know he does, and just because someone says that they're good doesn't mean that they are, which is a pretty simple concept
Hego's character sheet is
riddled with references to the fact that he's naive, idealistic, easily duped, often doesn't think things through very well, and doesn't cope well with deception. It even includes specific warnings that his loyalty can and will take hits if we send him to perform actions that he thinks are 'evil.' Like squashing a plucky resistance, potentially.
The roll would be Martial because it is a Martial roll, even if all it accomplishes is Hego tracking them down, seeing that they're kids, telling us and unlocking a Diplomacy action
The point is, taking a Martial action against an enemy's hero units does not somehow magically inoculate our hero units against having to roll other checks during the confrontation.
@Made in Heaven NEVER promised us that.
Please don't make inflexible assumptions about how the game mechanics work for events and scenarios you haven't seen.
If two hero units come into conflict in a Martial action, they come into conflict.
Usually, this will lead to a straight-up Martial fight between the units. But if one of the two heroes is someone the other isn't willing to attack (e.g. a child), it's entirely possible
as far as we know that the result will be competitive Intrigue checks (can you catch that meddling kid before he gets away) or Diplomacy checks (can the kid persuade you to stand down or cover up for them or even join them).
You're right but my worry is that we're already going to have to jump few quite a few hoops before we can reliably start upgrading our army without taking a turn to attack Sinatron
The way I see it is like this:
1) We need to do the Mongol training action to make our future actions more likely to succeed since we can't assign Khan to anything involving technology
2) We need to upgrade Norm
3) Norm needs to take the action to get rid of his Platypode trait
4) We have Norm work on our PMC/Normbots/Anti-Air
5) We have to do one of the ones we didn't do last turn
6) The same
That's six turns it'll take us to be fully upgraded, assuming that they all succeed, not even taking into account the "resistance" which we should probably deal with sooner rather than later
Six turns from now, Sinatron will either be out of the picture, or too powerful and dug-in to easily attack. Sometimes the perfect is the enemy of the good.