Our group has found that the strongest part if Hutt Mercenaries is actually the Guild Hunters 4xp card. To the point where we concluded that this is probably the strongest Imperial card in the entire game.
Unlike the burst damage cards the strength of this card might not be obvious at first glance, but here are some advantages:
- All scum starts with the hidden condition, which makes it harder to hit them, and gives them a free surge on their first attack.
- All Imperial Figures on the board gains 3 new surge options, where one of them is Pierce 2.
- It's not limited by bounty tokens like most other strong Hutt Mercenaries cards.
These things adds up to an insane amount of benefit when using Scum figures, and it's not some singular attachment but a constant effect on everybody! Just look at these crazy gains:
Green = Hired Guns vs Black Defense Dice.
Red = Hidden Hired Guns w Guild Hunter surges vs Black Defense Dice.
And even for non-scum figures, such as Stormtroopers, who normally only has one surge option for +1 damage, the extra 2 Pierce option is super useful. The Guild Hunters +1 damage option also grants 2 extra accuracy, so you can hit from really far away and not compromise your damage.
Hired Guns is a favorite (you keep reinforcing them with a new Hidden condition, and even if the heroes kill them before they die they get to shoot!), but it makes all Scum units completely amazing.
Edited by Drakimgraph didn't get included