FlyingArrow wrote:
Trandoshan Hunt Master
Cost: 25
HP: 70
Def: 16
Att: 11
Dam: 20
SA:
Bounty Hunter +2
Double Claw Attack
Rend +10
Regeneration 10
Alert
Clan (Trandoshan Allies gain Bounty Hunter +2)
Trandoshan Reserves 20 (Once per skirmish, if this character has fewer than half its hit points remaining when you roll initiative, you can add up to 20 points of non-Unique Trandoshan characters to your squad immediately before your first activation of the round.)
CE:
Adjacent Fringe Bounty Hunters gain Alert (Enemies that attack this character use their printed Attack and Damage ratings without any bonuses.)
I don't really like having so many SAs, but WotC made 3 SAs standard for Trandoshan. Maybe make him a single attacker and drop Double Claw Attack/Rend?
Other CE options:
...gain Ambush.
...gain Double Attack.
...gain Hidden Attack (On this character's turn, +20 Damage against an enemy if this character did not have line of sight at the beginning of the turn.)
...gain Net Gun 16. (I'm not a big fan of this one.)
After a Unique enemy that begins its turn within line of sight of this character moves, move a Bounty Hunter within 6 squares of this character 2 squares.
Reiterating... I really don't think he should boost Mercenaries specifically. He has ties to Trandoshans and Hunters of all stripes (including Bounty Hunters), but not to hired guns. Mercenaries need their own boost, but not from this character.
My vote goes to ambush. They way you've got this piece designed, the trandoshan mercs gain bounty hunter, and thus would be able to benefit from his CE. so that works perfectly. ambush is a good ability, and i feel much better balanced than say, GMA.