Republic faction speculation: Republic Stealth Ship

By Rakaydos, in X-Wing

StealthShip-SWE.jpg

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

It's listed as 99 meters in length.

Unless they scale it down a lot (or the canon length is completely wrong), it would only make sense as an epic ship.

The Republic Stealth Ship is a corvette-sized ship, so it would be using epic rules. Although continuing the submarine analog it would probably be throwing a lot of ordnance out.

It's an interesting idea, but it doesn't seem very likely that FFG is still committed to Epic Play.

It could also be a dual Republic/ Empire ship as Tarkin has one called the Carrion Spike.

I recommend reposting this in the Armada page :smillyface: ?

17 hours ago, RedLeader23 said:

It could also be a dual Republic/ Empire ship as Tarkin has one called the Carrion Spike.

Republic/Empire/First Order.

The Carrion Spike ends up in the hands of Agent Terex, a First Order intelligence officer, the main bad guy of the Poe Dameron comics, and - frankly - one of the few competent people the First Order seems to have.

"The First Order is not the Empire. We are purer. We have been through the crucible and emerged stronger."
"I agree, Phasma. The First Order is not the Empire. But perhaps, one day, if we all work very hard and do our very, very best... it could be."

(Phasma and Terex discuss their differences)

I was actually just watching this episode yesterday. It's probably one of the best space battles in the Clone Wars; especially because Admiral Trench is collected and competent instead of the usual over emotional General Grievous making terrible decisions. However, I would like for this ship to have actual cloaking mechanics instead of simply giving it a stupid amount of agility. I was thinking something along the lines of this:

Experimental cloaking (2 non-regenerating charges):

After you perform a cloak action, mark and replace this ship's base with an "empty space token" (the same size as the ship's base). When you would place a dial for this ship while cloaked, instead, select a maneuver with one of the ship's numbered cloak dials (1,2,3) and leave it face-down next to the ship. When this ship would activate, do not activate. When you decloak, replace the empty space token with this ship, then perform the movements that you have selected on your cloak dials in their numerical order before performing an action as normal. For example, if you chose a 1 slight right manuever on cloak dial 1, a 2 hard left with cloak dial 2, and a 2 slight right with cloak dial 3, you would perform all of these movements in their numbered order, one after the other during the same activation and then perform an action.

After this ship decloaks, it cannot perform a cloak action on the following turn. (Just like the show)

This is the only way that I could think of where one could accurately represent the act of dissapearing and moving without the opponent knowing where you are going. In an actual battle, this ship would dissapear and reappear in a completely different place a few moments later, so I don't think the evasive style of cloaking would accurately represent it accurately. This ship is meant to get into a flank quietly and then exploit it and it should be represented that way in-game. It would have torpedo slots, a 180 degree turret primary weapon (3 dice), 2 crew slots, a gunner, and maybe no more than 10 total health or so.

Also this ship is twice the length of the ghost so it would have to be epic, or designed and priced for standard, despite its size; sort of like how the super star destroyer is going to be legal for armada standard play despite being huge. They could even create a new base size for it because, despite its impressive length, it's not even as wide as an X-Wing. I'm thinking the width of a small base and the length of an epic base, maybe with some thin plastic feet on the sides for stability.

40 minutes ago, ThinkingB said:

I was actually just watching this episode yesterday. It's probably one of the best space battles in the Clone Wars; especially because Admiral Trench is collected and competent instead of the usual over emotional General Grievous making terrible decisions. However, I would like for this ship to have actual cloaking mechanics instead of simply giving it a stupid amount of agility. I was thinking something along the lines of this:

Experimental cloaking (2 non-regenerating charges):

After you perform a cloak action, mark and replace this ship's base with an "empty space token" (the same size as the ship's base). When you would place a dial for this ship while cloaked, instead, select a maneuver with one of the ship's numbered cloak dials (1,2,3) and leave it face-down next to the ship. When this ship would activate, do not activate. When you decloak, replace the empty space token with this ship, then perform the movements that you have selected on your cloak dials in their numerical order before performing an action as normal. For example, if you chose a 1 slight right manuever on cloak dial 1, a 2 hard left with cloak dial 2, and a 2 slight right with cloak dial 3, you would perform all of these movements in their numbered order, one after the other during the same activation and then perform an action.

After this ship decloaks, it cannot perform a cloak action on the following turn. (Just like the show)

This is the only way that I could think of where one could accurately represent the act of dissapearing and moving without the opponent knowing where you are going. In an actual battle, this ship would dissapear and reappear in a completely different place a few moments later, so I don't think the evasive style of cloaking would accurately represent it accurately. This ship is meant to get into a flank quietly and then exploit it and it should be represented that way in-game. It would have torpedo slots, a 180 degree turret primary weapon (3 dice), 2 crew slots, a gunner, and maybe no more than 10 total health or so.

Also this ship is twice the length of the ghost so it would have to be epic, or designed and priced for standard, despite its size; sort of like how the super star destroyer is going to be legal for armada standard play despite being huge. They could even create a new base size for it because, despite its impressive length, it's not even as wide as an X-Wing. I'm thinking the width of a small base and the length of an epic base, maybe with some thin plastic feet on the sides for stability.

But its the same cloaking for every stealth ship. Phantoms do the same thing...

Also, I demand this for Terex and Tarkin.

I'd want to distinguish this from the phantom as much as possible, so to that end I'd probably give it 1 native agility with a red linked cloak and a ship ability that gets rid of the cloak token when you take damage. That way, you can fiddle with the hull and shields to make it tankier than the phantom without making the thing busted. An unreliable cloak also could fit with the theme of experimental technology. I dunno how much crew I'd give this thing. If it's big enough to be 'epic' maybe 3? Perhaps that's a tad dangerous. If memory serves, it was intended to get some cargo down to a blockaded planet, no? Hmm...cargo slots?

It could also have a reload action and maybe 2 torpedo slots (so it can perform multiple torpedo attack’s a round.) I also think it could also have no primary attack, 1 cargo slot, 2-3 crew and 1 team.

Edited by RedLeader23

Yeah, the Carrion Spike!

I believe it's actually the same ship in all three factions. Gets taken and reused and by new people all the time.

I think a tri-faction Epic release could be cool.

7 minutes ago, Kieransi said:

Yeah, the Carrion Spike!

I believe it's actually the same ship in all three factions. Gets taken and reused and by new people all the time.

The one used by the Republic is a prototype stealth ship, which the Carrion Spike (Tarkin’s own vessel) was heavily based off of, the Carrion Spike was then owned by Terex when it was used by the First Order. (Something like that anyway.)

So the one in the Clone Wars isn’t the Carrion Spike.

I don't think the one in clone wars has an individual 'name' at all, in fact. But yes, the Carrion Spike was built post-empire-day for tarkin.

It’s ugly as **** though isn’t it? If we’re getting Republic huges I’ll take some of the bigger Nabboo royal yachts any day!