Bounty can win or lose games. Bounty can change the way the enemy plays their marked character without ever requiring the player with bounty to fire a shot or even expose themselves to fire/ take any risks. Bounty can be worth as much as 25% of the total available VP's on a game (Key Position).
Why is such an overtly powerful, game plan altering ability faction specific? Imps already have way more competitive options in list building and have Operatives and commanders that are far more straight forward in their use.
If you are a game designer and care at all about creating a balanced game why would you create bounty and make it as strong as it is. An then, seeing that, why would you then not tone it down or offer the other faction a comparable method of earning VP's outside the normal mission guidelines.
I think Bounty is to unfair and should either carry a risk with it, such as, if the marked unit kills your bounty hunter then the other side gets a point, so that you don't have this one sided mini game going on the whole time where your trying not to give up Bounty Vp's while the player with bounty just goes no their merry way if they want, or actively hunts the bounty (they are under no pressure to change their game plan at all since they are in no danger of giving up a game altering VP b losing a single model)
Or the bounty should be worth a large number of point for determining Margin of Victory in the event of a VP tie, this prevents the whole calculous of how you must approach a low VP game from being changed simply due to a single, faction locked key word.
Anything that puts such a massive burden on one player while requiring no action or risk on the part of the other is a bad idea, made worse by its faction specificness.
Luke, Alex, what is your rational for leaving bounty as it is?