Once everyone has their characters up and we start up, I'll likely post NPC Hunter's as they appear on missions (probably, unless I get lazy, and I do tend to get lazy). Why do it that way instead of making a bunch of them all at once like Gem did for XCOM2? Three reasons (besides the aforementioned laziness):
First, it is easier early on if I can create and mold NPC Hunter's as they are needed from the start. Like, say, we have a mission where I think we need a blunt weapon user or a stronger magic user. It'll help starting out.
Second, early on I want NPCs to be malleable so you guess can mold them to your characters' storytelling needs. Don't use this as an excuse not to do collabs, but on occasion you'll want to develop character on your own, or no one else will be available, and the NPCs will be there for you.
And last but not least, unlike Gem's NPCs, who you were supposed to relate to, connect to, get attached to, and be sad about on the sad occasion in which they died, which was rare because we needed everyone (poor Chandra... sniffle), the Hunters here are more... eh, disposable is a harsh word, but...
Look, you are not allowed to kill NPC Hunters willy nilly (and never try to kill another player's character without their express permission). Hunters are highly train, the Havenbrook Organization does not hire weaklings, and most of them should be at least as strong as your character. A death every mission would be silly. That said... Hunters are going to die. It is a dangerous line of work, facing dangerous odds and terrible monsters. Hunters will overestimate themselves or underestimate their enemies. Facts will be wrong. Unexpected obstacles will arise. As Gem joked with me the other day, you might go out to deal with a bunch of goblins and end up face to face with an Old One. So... get attacked to the NPCs, but not so much you get super angry with me should they... ahem, die.