Notably appearing as a prototype very early in the war, the Republic Stealth Ship appear to utilize submarine warfare tactics. The last time FFG attempted that (1.0 Stygium) it didnt end well, but I thought I'd give it a shot.
The Stealth Ship did not appear to have significant primary weapons- instead, like a submarine it relied on a number of torpedo tubes as the primary armamant. a 2 die primary seems like the minimal value, but with 2 Torpedos slots, Reload action, a system slot, and a ship ability no questions double tap on decloak, it should be able to bring plenty of burst firepower that requires lurking to recharge.
Defensively it's long with a narrow profile, not too easy to hit even decloaked. I'm thinking 2 native agility, like the tie phantom, which reaches 4 dice when cloaked, possibly 5 with Stealth device and Anakin Skywalkers's 3 force. That should keep it relatively safe while reloading the tubes.
How much damage should it be able to take? It didnt look all that tough, but it's got a roughtly similar profile to the IG Aggressor, so perhaps a similar health total is in order.
Without torpedos, the Stealth Ship is still an invisible crew-ship that can have comunications open while cloaked. An alternate role as a command ship isnt entirely out of place. Unfortunately we only ever see Anakin fly it, so we dont know any other pilots.
So we're looking at:
Republic Stealth ship
2/2/4/4
"Fire all tubes: After you perform an attack, if you decloaked this turn, you may perform a bonus attack."
Focus, Reload, Lock>Reload, Cloak>focus
3 crew slots, 2 torpedo slots, System slot,
Pilots: Anakin Skywalker, Republic Intel Officer, Clone Scout Trooper, [named unique #2]
Edited by Rakaydos