New Respect for 7th Sister, or Force is underpriced and I wasnt paying attention

By Biophysical, in X-Wing

The TAP has been getting a lot of love lately. The last points adjustment brought points down for all of the pilots. Generally, Grand Inquisitor and the generic Inqusitors have been the main ships used, primarily alongside Jendon, but occasionally GI gets used as the 3rd ship in a triple aces list.

The dominant trait of these ships is the toughness of Force combined with a white Evade token, but the great dial also matters.

I found myself making a squad a few weeks ago with a spot for a 3rd ship in the low 40s. The go-to ship for that range for most Imperial squads is Duchess. However, I thought Duchess would die too quickly in the squad I was testing, so I put in 7th Sister instead. Mostly I just wanted a ship that wouldn't die, and v1s with force charges have excellent durability credentials.

Compared to a generic inquisitor she has an extra Force, extra initiative, and a pilot ability, costing 8 more points to get those features. Compared to Grand Quiz, she loses an initiative and has a different, maybe worse pilot ability, but is 9 points cheaper. So she's definitely right in the middle between the high and low version of the ship (ignoring the easily ignorable Baron).

I4 is in a really good place right now due to the widespread use of low initiative efficiency ships. With the linked action, she acts as a solid pocket ace that can dodge an arc, grab a Focus, and still have Force to defend against multiple attacks or boost offense.

Vs Aces, she's a great blocker, and by token stacking with Force/Evade, can be very difficult to remove for a single opportunistic ace. This lets her flank alone or occupy central blocking positions and not worry too much about easy damage taking her off the board very quickly.

Her pilot ability lets her punch over her weight. While she's a 2 dice ship, she can frequently get double mods, and of course use her ability to cancel Evades. This makes her hit like a more expensive ship. Furthermore, because she fires after typical aces and her ability us used late in the attack process, you only need to spend resources when you know what the outcome will be. The high durability, available mods even when blocked, and great dial also give a high time on target. So you get a lot of use out of the little ship because of the offensive and defensive flexibility of those 2 Force.

I know others have played her much earlier than I have and had success, but I thought I'd share some of the findings I've had over the last few weeks.

5 minutes ago, Biophysical said:

The TAP has been getting a lot of love lately. The last points adjustment brought points down for all of the pilots. Generally, Grand Inquisitor and the generic Inqusitors have been the main ships used, primarily alongside Jendon, but occasionally GI gets used as the 3rd ship in a triple aces list.

The dominant trait of these ships is the toughness of Force combined with a white Evade token, but the great dial also matters.

I found myself making a squad a few weeks ago with a spot for a 3rd ship in the low 40s. The go-to ship for that range for most Imperial squads is Duchess. However, I thought Duchess would die too quickly in the squad I was testing, so I put in 7th Sister instead. Mostly I just wanted a ship that wouldn't die, and v1s with force charges have excellent durability credentials.

Compared to a generic inquisitor she has an extra Force, extra initiative, and a pilot ability, costing 8 more points to get those features. Compared to Grand Quiz, she loses an initiative and has a different, maybe worse pilot ability, but is 9 points cheaper. So she's definitely right in the middle between the high and low version of the ship (ignoring the easily ignorable Baron).

I4 is in a really good place right now due to the widespread use of low initiative efficiency ships. With the linked action, she acts as a solid pocket ace that can dodge an arc, grab a Focus, and still have Force to defend against multiple attacks or boost offense.

Vs Aces, she's a great blocker, and by token stacking with Force/Evade, can be very difficult to remove for a single opportunistic ace. This lets her flank alone or occupy central blocking positions and not worry too much about easy damage taking her off the board very quickly.

Her pilot ability lets her punch over her weight. While she's a 2 dice ship, she can frequently get double mods, and of course use her ability to cancel Evades. This makes her hit like a more expensive ship. Furthermore, because she fires after typical aces and her ability us used late in the attack process, you only need to spend resources when you know what the outcome will be. The high durability, available mods even when blocked, and great dial also give a high time on target. So you get a lot of use out of the little ship because of the offensive and defensive flexibility of those 2 Force.

I know others have played her much earlier than I have and had success, but I thought I'd share some of the findings I've had over the last few weeks.

I look at her like a no-config Luminara but worse in every possible way except the possibility of taking Hate or running Instinctive/Concussion. I'd argue the ability is slightly worse but debatable. Same price

So naked comp isn't that great since Luminara even with CLT is low B-tier at best

So I think it really falls down to how good Instinctive/Concussion is, that or can you get a lot of value from a pocket Sense ace to support your squad

8 minutes ago, prauxim said:

I look at her like a no-config Luminara but worse in every possible way except the possibility of taking Hate or running Instinctive/Concussion. I'd argue the ability is slightly worse but debatable. Same price

So naked comp isn't that great since Luminara even with CLT is low B-tier at best

So I think it really falls down to how good Instinctive/Concussion is, that or can you get a lot of value from a pocket Sense ace to support your squad

So I disagree with this because of the white Evade and the pilot ability. White Evade means you can basically ignore one attack a turn if you need to go defensive. The pilot ability means that you can hit harder when you need to. Both of those are big deals.

Edited by Biophysical

The second force helps her as a Sense carrier. That is the main use of her,imo, over the i3 inquisitors. Same reason people opt for Mace over Lumi and Saesee majority of the time is that extra force. 7th Sis can spend a force to sense beyond range 1 and still have evade + force, something the little i3 Inquisitors cannot do. My brother has been parining sense 7th Sis with a Loaded out Echo so he always knows where to decloak to safety.

When you cant afford 5th bro on dutchess and need a pocket ace in the 40s rather than a Lambda or Reaper support vehicle, you cant really go wrong with 7th Sis. I'd take her over any other strikers, interceptors, x1's below 50pts.

10 minutes ago, Biophysical said:

So I disagree with this because of the white Evade and the pilot ability. White Evade means you can basically ignore one attack a turn if you need to go defensive. The pilot ability means that you can hit harder when you need to. Both of those are big deals.

Yep, white evade >>>>>>>>>> purple evade

7th would be more like an Uber/usable Jedi Knight

2 minutes ago, wurms said:

The second force helps her as a Sense carrier. That is the main use of her,imo, over the i3 inquisitors. Same reason people opt for Mace over Lumi and Saesee majority of the time is that extra force. 7th Sis can spend a force to sense beyond range 1 and still have evade + force, something the little i3 Inquisitors cannot do. My brother has been parining sense 7th Sis with a Loaded out Echo so he always knows where to decloak to safety.

When you cant afford 5th bro on dutchess and need a pocket ace in the 40s rather than a Lambda or Reaper support vehicle, you cant really go wrong with 7th Sis. I'd take her over any other strikers, interceptors, x1's below 50pts.

I have been playing the sense sister and echo on vassal for a few weeks now, and its very good!

I love Seventh Sister I have been throughout this past month or so been running here in a list with Vader and Grand Inquisitor having success. I feel that because the generic V1s are so much more used both Grand Inquisitor & Seventh Sister are not as appreciated as or used as they could be.

30 minutes ago, Biophysical said:

So I disagree with this because of the white Evade and the pilot ability. White Evade means you can basically ignore one attack a turn if you need to go defensive. The pilot ability means that you can hit harder when you need to. Both of those are big deals.

White evade is nice but it so FTC. Lum's effect isn't quite as strong but has significantly looser trigger conditions.

And keep in mind ship we are comparing to a naked Aethersptire, which isn't even close to competitive.

I ran her in a Space Wizard squad:

TIE Advanced x1 - •Darth Vader - 84
•Darth Vader - Black Leader (67)
Fire-Control System (2)
Cluster Missiles (5)
Afterburners (6)
Foresight (4)

TIE Advanced v1 - •Seventh Sister - 50
•Seventh Sister - Sadistic Interrogator (43)
Concussion Missiles (6)
Instinctive Aim (1)

TIE Advanced v1 - •Grand Inquisitor - 58
•Grand Inquisitor - Master of the Inquisitorious (52)
Cluster Missiles (5)
Instinctive Aim (1)

Total: 192/200

View in the X-Wing Squad Builder

Small bid for Vader. The squad did WAY better than I thought is would when I built it. Primarily because of how hard it is to kill them. I was suprised, just as OP said at how useful Seventh Sister was throughout. So tough to kill.

7 minutes ago, prauxim said:

White evade is nice but it so FTC. Lum's effect isn't quite as strong but has significantly looser trigger conditions.

And keep in mind ship we are comparing to a naked Aethersptire, which isn't even close to competitive.

I guess I'm thinking that white Evade makes it a lot better than an Aethersprite, not a little bit better. That plus the linked actions instead of FTC make 7th more of a brawler I guess. She can hang in the middle and keep making meaningful attacks. Aethersprites can't really do that.

Edited by Biophysical
29 minutes ago, Biophysical said:

I guess I'm thinking that white Evade makes it a lot better than an Aethersprite, not a little bit better. That plus the linked actions instead of FTC make 7th more of a brawler I guess. She can hang in the middle and keep making meaningful attacks. Aethersprites can't really do that.

I think you are overestimating the strength of Evade/Force over Focus/Force for 3agi. For focus fire the statistical difference is miniscule. For non-ff, if your opponent is regularly taking pot shots at non-repo 3agi double token 7th sister then you didn't even need a good list against that opponent.

Edited by prauxim
1 minute ago, prauxim said:

I think you are overestimating the strength of Evade/Force over Focus/Force for 3agi. For focus fire the statistical difference is miniscule. For non-ff, if your opponent is regularly taking pot shots at non-repo 3agi double token 7th sister then you didn't even need a good list against that opponent.

Look at your typical 3 ace list, once you reach the mid game they're rarely all lined up on one target. Its frequently each ship looking for targets of opportunity. In a similar situation, look at 7th sister on a flank. If they don't put any ships against her, they get flanked and she can use her ability every other turn as reloadable 1.0 Crack Shot. If they send one ship after her, that one shop does very little damage. If they send more ships after her, she ties up an excessive quantity of resources.

Also, sometimes your opponent shoots the cheap ship because they can't get shots on your expensive ships for a variety of reasons. Writing off that entire situation is probably not the best. The Force/Evade stack is the whole core of the effectiveness behind the Jendon/Inquisitor squad.

7 minutes ago, brownj23 said:

3 focused reds vs 3 greens with 1 force 1 evade = .214 expected total hits. http://xwing.gateofstorms.net/2/multi/?d=EyAAAAAAAAAC&a1=MQgAAAAAAAAA

3 focused reds vs 3 greens with 1 force 1 focus = .638 expected total hits. http://xwing.gateofstorms.net/2/multi/?d=kwAAAAAAAAAC&a1=MQgAAAAAAAAA

so unfortunately you are wrong @prauxim, force + evade is better defensively.

I said focus fire, actually read my comment

9 minutes ago, Biophysical said:

Look at your typical 3 ace list, once you reach the mid game they're rarely all lined up on one target. Its frequently each ship looking for targets of opportunity. In a similar situation, look at 7th sister on a flank. If they don't put any ships against her, they get flanked and she can use her ability every other turn as reloadable 1.0 Crack Shot. If they send one ship after her, that one shop does very little damage. If they send more ships after her, she ties up an excessive quantity of resources.

That's been my experience too. In a late game 1 on 1, she's nigh unkillable. You almost have to land four hits on her to get in any damage at all, and with Sense and that dial, good luck getting that shot. Her only real predators are ships like Rexler and Nien, who can reliable go past her and turn around.

Fire-Control System is another huge boost for the v1. I'm not sure it's quite as a good as the CLT, but it's close, especially in the lategame.

5 minutes ago, prauxim said:

I said focus fire, actually read my comment

If your interceptors are taking focus fire, you're doing it wrong. None of them can stand up to that, even if the v1 and the Aethersprite handle it better than Fangs and Strikers.

3 minutes ago, prauxim said:

I said focus fire, actually read my comment

Ok....

2 attacks with 3 reds and a focus vs 3 greens with 2 force and evade = .652 expected damage (http://xwing.gateofstorms.net/2/multi/?d=IyAAAAAAAAAE&a1=MQgAAAAAAAAA&a2=MQgAAAAAAAAA)
2 attacks with 3 reds and a focus vs 3 greens with 2 force and focus = 1.276 expected damage (http://xwing.gateofstorms.net/2/multi/?d=owAAAAAAAAAE&a1=MQgAAAAAAAAA&a2=MQgAAAAAAAAA)

3 attacks with 3 reds and a focus vs 3 greens with 2 force and evade = 1.402 expected damage (http://xwing.gateofstorms.net/2/multi/?d=IyAAAAAAAAAE&a1=MQgAAAAAAAAA&a2=MQgAAAAAAAAA&a3=MQgAAAAAAAAA)
3 attacks with 3 reds and a focus vs 3 greens with 2 force and focus = 1.942 expected damage (http://xwing.gateofstorms.net/2/multi/?d=owAAAAAAAAAE&a1=MQgAAAAAAAAA&a2=MQgAAAAAAAAA&a3=MQgAAAAAAAAA)

4 attacks with 3 reds and a focus vs 3 greens with 2 force and evade = 2.314 expected damage (hhttp://xwing.gateofstorms.net/2/multi/?d=IyAAAAAAAAAE&a1=MQgAAAAAAAAA&a2=MQgAAAAAAAAA&a3=MQgAAAAAAAAA&a4=MQgAAAAAAAAA)
4 attacks with 3 reds and a focus vs 3 greens with 2 force and focus = 2.683 expected damage (http://xwing.gateofstorms.net/2/multi/?d=owAAAAAAAAAE&a1=MQgAAAAAAAAA&a2=MQgAAAAAAAAA&a3=MQgAAAAAAAAA&a4=MQgAAAAAAAAA)

So I've been using the V1s for quite a while now, from the Baron's to GI himself. Considering they're a 4hp ship, they can be surprisingly tanky (when they're not rolling three blanks on successive attacks. Ask me how my tournament went...). Barons have the advantage of being cheap, but they're honestly not even worth considering compared to the Inquisitors. Inqs have the advantage of being absurdly unpredictable and action efficient with SNR on board, while still being cheap enough to tack on some extras. For the price of 7th you can opt to drop to I3 and lose one force, but gain that crazy efficiency and positioning. Honestly, I've found that trade off really worthwhile. If you can spare the extra two points over a naked 7th to chuck on FCS, it becomes shockingly reliable on both sides, and still makes for a **** of an ace blocker.
7th herself can be tanky too, with those two force tokens. Her ability isn't super good, but two force makes something like Brilliant Evasion actually pretty nifty on such a small ship, and reinforce that white evade efficiency. Hate also isn't a terrible choice, but for the kind of lists she's in, I'm kind of on the fence about it. Heck, if your other ships are higher initiative, you could even run Predictive Shot for the offensive boost, if you think you can reliably pull the tokens away from a target before she fires. I4 is a nice spot to be lately, for a third ace.
GI doesn't need any intro, and he's seen enough triple-ace list uses for people to know he's as good now as he ever was. Throw Hate on him if you want, but honestly he's pretty great just naked and being an absolute nuisance to deal with. Use your ability on the approach to a target, scoot around the back of them, then hang inside range 1 of them to keep the bonus, and use your force to stay alive while doing it.

Inq's with SNR are still my go to, and trip-ace is usually going to see GI in there, but 7th is way underrated in a list that has a couple of powerhouses like Vader/Whisper or Vader/Soontir. That is often to your advantage though, as they get worried and chase the other two, she can go to work. And boy will she put in some work...

15 minutes ago, brownj23 said:

Ok....

2 attacks with 3 reds and a focus vs 3 greens with 2 force and evade = .652 expected damage (http://xwing.gateofstorms.net/2/multi/?d=IyAAAAAAAAAE&a1=MQgAAAAAAAAA&a2=MQgAAAAAAAAA)
2 attacks with 3 reds and a focus vs 3 greens with 2 force and focus = 1.276 expected damage (http://xwing.gateofstorms.net/2/multi/?d=owAAAAAAAAAE&a1=MQgAAAAAAAAA&a2=MQgAAAAAAAAA)

3 attacks with 3 reds and a focus vs 3 greens with 2 force and evade = 1.402 expected damage (http://xwing.gateofstorms.net/2/multi/?d=IyAAAAAAAAAE&a1=MQgAAAAAAAAA&a2=MQgAAAAAAAAA&a3=MQgAAAAAAAAA)
3 attacks with 3 reds and a focus vs 3 greens with 2 force and focus = 1.942 expected damage (http://xwing.gateofstorms.net/2/multi/?d=owAAAAAAAAAE&a1=MQgAAAAAAAAA&a2=MQgAAAAAAAAA&a3=MQgAAAAAAAAA)

4 attacks with 3 reds and a focus vs 3 greens with 2 force and evade = 2.314 expected damage (hhttp://xwing.gateofstorms.net/2/multi/?d=IyAAAAAAAAAE&a1=MQgAAAAAAAAA&a2=MQgAAAAAAAAA&a3=MQgAAAAAAAAA&a4=MQgAAAAAAAAA)
4 attacks with 3 reds and a focus vs 3 greens with 2 force and focus = 2.683 expected damage (http://xwing.gateofstorms.net/2/multi/?d=owAAAAAAAAAE&a1=MQgAAAAAAAAA&a2=MQgAAAAAAAAA&a3=MQgAAAAAAAAA&a4=MQgAAAAAAAAA)

2 force isn't at all representative of the tokens the ship will typically have access to for defense, of course if you assume that it'll drown out the effect of a focus token.

Not to mention the fact that using your last force token comes with the highest opportunity cost for attack.

1 force/3 attacks focus vs evade. Difference is 0.14.

27 minutes ago, prauxim said:

2 force isn't at all representative of the tokens the ship will typically have access to for defense, of course if you assume that it'll drown out the effect of a focus token.

Not to mention the fact that using your last force token comes with the highest opportunity cost for attack.

1 force/3 attacks focus vs evade. Difference is 0.14.

Two force tokens is a pretty good assumption for the initial joust and many later engagements. There are plenty of times that she won't need to use the Force to evade an attack, just like there are plenty where she'll need to use both force points.

Still, you're talking about 10% less damage taken on average. More importantly, if you get focused on that initial turn with an evade and two Force charges, you only have a 7.30% chance to take 4 or more damage after three focused 3-die attacks. Luminara, in that same situation of a focus and two active Force charges, has nearly double that with a 13.28% chance to be taken off the board.

EDIT: This also presumes that Seventh Sister isn't using Hate, which would alter the math on how frequently she'd have full Force while defending. Only a 5.01% chance of her getting tabled in one round in that situation.

Edited by PhantomFO
2 hours ago, prauxim said:

I look at her like a no-config Luminara but worse in every possible way except the possibility of taking Hate or running Instinctive/Concussion. I'd argue the ability is slightly worse but debatable. Same price

So naked comp isn't that great since Luminara even with CLT is low B-tier at best

So I think it really falls down to how good Instinctive/Concussion is, that or can you get a lot of value from a pocket Sense ace to support your squad

Yeah, I think you're discounting the strength of Sev's pilot ability. Turns out, Crack Shot every other turn is pretty good. More often, if you can squeeze in Hate. I've had an opponent decline attack Sev, since they didn't want to give her the extra force for her pilot ability.

Sure, FTC is nice for the fully open dial, but it costs force. Sure, the linked Focus is stress, but the ship has good blues. I'd call the movement actions pretty even in the end.

49 minutes ago, prauxim said:

2 force isn't at all representative of the tokens the ship will typically have access to for defense, of course if you assume that it'll drown out the effect of a focus token.

Not to mention the fact that using your last force token comes with the highest opportunity cost for attack.

1 force/3 attacks focus vs evade. Difference is 0.14.

What? I guess if you don't use the resources you have available it's not as good, sure. 2 Force will be pretty common, from experience. You have it on the initial joust as mentioned above, and if you're down because you spent both past turn, you plan accordingly and move defensively more than offensively.

I second every good word said about her!

That's quite a few words as well.

I don't think you can compare her to Lumi in isolation. They're quite different in application and come with different context.

Basically, she's surprisingly good, regardless of comparison. Even naked...

Blanks are always the enemy though. Especially against Turbolasers.

I'm on the fence on as to whether a SuperInq is better value. They're almost different ships, feels like an either/or, but adjustments have to be made to the whole approach. Supers do kinda need Concs, which makes for a few more points and potential squad changes.

Edited by Cuz05
My biggest X Wing Evil Cackle was when they dropped her 3pt.
3 hours ago, prauxim said:

So I think it really falls down to how good Instinctive/Concussion is,

This was my first try at Imps for 2.0:

Seventh Sister (43)
Instinctive Aim (1)
Fire-Control System (2)
Cluster Missiles (5)

Inquisitor (35) x2
Instinctive Aim (1)
Fire-Control System (2)
Concussion Missiles (6)


Captain Feroph (47)
Darth Vader (14)

I found the Instinctive + Hard Slap with Ordnance to be a mighty fine feature of the list.

1 hour ago, Biophysical said:

What? I guess if you don't use the resources you have available it's not as good, sure. 2 Force will be pretty common, from experience. You have it on the initial joust as mentioned above, and if you're down because you spent both past turn, you plan accordingly and move defensively more than offensively.

Having evade + 2 force for defense wont be common at all if she is outputting any damage, which is something her value desperately depends on. If there was a way to get Juke on her I'd be down with the evade plan, but as is I think she wants to utilize her repo econ and blue 2s much, much more often, with evade being a nice niche option but ultimately not moving the needle much. Then you just wind up with an Aethersprite than can't equip CLT.

Keep in mind my whole argument isn't that she is bad, just that she is inferior that Luminara heads-up, despite the white evade. I do think 7th/Instinctive/Conc or even Sense support (depending on the squad) has potential, as I mentioned in my initial post.

13 minutes ago, Darth Meanie said:

This was my first try at Imps for 2.0:

Seventh Sister (43)
Instinctive Aim (1)
Fire-Control System (2)
Cluster Missiles (5)

Inquisitor (35) x2
Instinctive Aim (1)
Fire-Control System (2)
Concussion Missiles (6)


Captain Feroph (47)
Darth Vader (14)

I found the Instinctive + Hard Slap with Ordnance to be a mighty fine feature of the list.


Yeah, Instinctive Conc V1s are neat (not to mention, empirically the best way to fly V1s). The only real caveat is the forced splash damage can be a bummer sometimes

Edited by prauxim
18 minutes ago, prauxim said:

Having evade + 2 force for defense wont be common at all if she is outputting any damage, which is something her value desperately depends on. If there was a way to get Juke on her I'd be down with the evade plan, but as is I think she wants to utilize her repo econ and blue 2s much, much more often, with evade being a nice niche option but ultimately not moving the needle much. Then you just wind up with an Aethersprite than can't equip CLT.

The availability of resources for defense or offense will depend entirely on your opponent and in-game situation. If 7th is the target, you have force+evade for defense, if you have her on a flank you can spend actions/force on offense. Her ability and native chassis abilities are such that she can flex resources very effectively toward different goals.

So she's in a defensive situation, she evades and has 2 force/evade. Jedi can't do that. She is in a position to be aggressive, and she can reposition, focus, and depending on the opposing roll cancel an Evade. That swing between offensive and defensive capability is big. She tanks a lot harder in lots of situations and hits a lot harder in lots of situations. She's 43 points, she doesn't have to do both at the same time.

The fact that you consider the white Evade to be a niche use is bizarre, and suggests to me that you don't really have experience with or against Inquisitors.