Ten Numb Multiple Crits

By Ribann, in X-Wing Rules Questions

I'm sure this has been covered before. I even tried an advanced Google search and could not find the answer on these forums.

Let's say you fire Range 2 on an Academy TIE with Ten Numb.

Attack dice results are: [Crit] [Crit] [Crit]

Defense dice results are: [Evade] [blank] [blank]

Does the Academy TIE take all 3 crits?

One of my opponents said that he only took two, but it seems like he would take all three since my ability specifically states one of my crits cannot be cancelled by defense dice. One of my crits was cancelled by defense dice. Therefore, in my reasoning, all three crits stick.

We both were unclear as well as some viewers of our game. However some of them chimed in an said that all three crits stick.

Just need clarification.

One crit cannot be cancelled by defense dice. Any additional crit results can. The single evade result cancels one of the crit results.

In the example above, the target suffers two crit results.

3 crits vs 1 evade = 2 crit damage gets through to the target.

It's not an interpretation, it's an established rule.

One crit cannot be cancelled by defense dice. Any additional crit results can. The single evade result cancels one of the crit results.

In the example above, the target suffers two crit results.

Is this your interpretation? The ability specifies that one of my crits cannot be cancelled by defense dice. One of my crits was cancelled by defense dice. In the above example, it would seem all three crits stick. Let's take this another way. If I rolled 3 crits and he rolled 3 evades, 1 crit would stick. If 3 crits and 2 evades, 2 crits stick. If 3 crits and 1 evade, 3 crits stick.

Yep, dvor is right. That's how it works. One can't, but any others can. You're reading of the card in incorrect.

Edit: dvor is right, not Ribann

Edited by pbpancho

Look at it the other way. If you roll 3 crits and some effect says that one of them is cancelled, does that mean the other 2 cannot be cancelled by other effects, or does it mean that effect cancels one of them and doesn't effect the other two in any way.

Ten says one of your crits cannot be cancelled. It says nothing at all about any other crits. So pick one of the 3 crits, that one crit cannot be cancelled.

I have 3 coins. One of them is not a quarter. Does that mean none of them are quarters?

Edited by Forgottenlore

One (or in this case two) of them was not cancelled. One was. If you rolled three crits, and the opponent rolled three evades, one cannot be canceled so it gets through.

I literally cannot make it simpler than that, folks.

You are well within your rights to ask for clarification about the rule and then choose to ignore it.

Let's make this simpler for some. I roll 3 crits and my opponent rolls one evade. Is one of my crits getting cancelled out by defense dice?

Answer: Yes!

My ability states that one of my crits cannot be cancelled by defense dice. Therefore, all three crits go through. I literally cannot make it simpler than that, folks.

In your own example, one of your crit results is NOT being canceled by defense dice. How's that for simple? As everyone else has said, that's how it works. You can email Frank or Alex to get an answer direct from them but this is one of those things that is so obvious it's not even FAQ-worthy.

As several others have said, yes, one of the crits is being cancelled. One of them is also NOT being cancelled. His rule does not say that none of the crits can be cancelled by defense dice, it says that one of them cannot be cancelled (by defense dice). If there are any crits at all, as long as there is a single one that is not cancelled by defense dice the text of his ability is satisfied. Additional crits beyond that can be cancelled in the normal fashion.

Now, to really blow your mind, that one crit that cannot be cancelled by defense dice CAN be cancelled by other things, like evade tokens. So if Ten rolls 3 [crits] and the TIE he is shooting at has an evade token and rolls [evade][evade][blank], all 3 crits get cancelled, even though one of them is not being cancelled by defense dice.

Let's make this simpler for some. I roll 3 crits and my opponent rolls one evade. Is one of my crits getting cancelled out by defense dice?

Answer: Yes!

My ability states that one of my crits cannot be cancelled by defense dice. Therefore, all three crits go through. I literally cannot make it simpler than that, folks.

Except the ability does not tell you how many of the crits CAN be canceled by defense dice. It tells you how many CANNOT.

One crit was canceled. Two were not. Was one die uncanceled by defense dice? Yes. The ability is satisfied.

Compare Ten Numb, which protects one crit, and the Autoblaster, which protects all results. You're trying to read Ten as protecting all results... but they have different text, and the Autoblaster clearly protects everything.

I have 3 coins. One of them is not a quarter. Does that mean none of them are quarters?

All the answers are in the most classic philosophy...

Compare Ten Numb, which protects one crit, and the Autoblaster, which protects all results. You're trying to read Ten as protecting all results... but they have different text, and the Autoblaster clearly protects everything.

The best example, it cannot be simpler then that!.

Edited by Ninbur

Don't get greedy Ribann... I would take two crits on a TIE any day!

I totally understand everyone's posts. I'm not trying to ignore anyone's examples. However, there were enough people who agreed with me that make me want to know officially how it is. I'm sure all of you are right; I was just wanting some clarification from the rules. Since I didn't get that, I'll email FFG about it and see what they have to say so I can put this to rest.

I actually think the way you are interpreting the card, it allows your opponent to cancel multiple crits but not a single crit. IE, in your interpretation three evades don't cancel one crit, they cancel three, so the ability has no effect.

EDIT: Though I realize this isn't what your OP says, that is how you'd have to interpret the card if you are going by how you read it.

There's really only two possibilities:

a) Either only a single crit is protected (which most of us agree is the case so far)

or b) one crit can't be canceled but two or three can. (Your opponent rolls three evades and you say, "One of my crits can't be canceled" Your opponents says, "I didn't cancel one, I canceled all three!"

Option B just doesn't make sense in general, and the way you're reading it takes into account two different interpretations, imo.

Edited by AlexW

Ten Numb's ability only works when all of the following conditions are met:

  • Ten rolls at least one [kaboom] result
  • The defender would have otherwise completely evaded the attack
  • The defender has no additional [squiggly] results (as from an evade token or C-3P0)

Ten Numb is terrible except against turtled Squints and cloaked Phantoms. Against those, he is merely bad.

Yeah the only time Ten really has an effect is if the defender rolls enough evades to cancel all the crits. That's why he's generally considered a poor chose for points.

If I roll <hit> <hit> <crit> the defender has to roll 3 evades before Ten has any real effect.

Think of it this way, you rolled 3 crits, pick one of those dice that can't be cancelled with dice. The other 2 are fair game. You don't get to switch which one can't be cancelled. Tens ability only works when I have rolled enough evades to cancel all of your crits.

Look at it this way:

3 crits, 1 evade rolled

1 crit cancelled, 2 crits uncancelled

Was one of the crits not cancelled by defense dice? Yes, 2 of them were not cancelled by defense dice. Tens ability is satisfied.

3 crits, 2 evades rolled

2 crits cancelled, 1 crit uncancelled.

Was one of the crits not cancelled by defense dice? Yes, 1 of them was not cancelled by defense dice. Tens ability is satisfied.

3 crits, 3 evades rolled.

3 crits cancelled, 0 crits uncancelled.

Was one crit not cancelled by defense dice? No. Therefore tens ability triggers and one of those crits remains uncancelled.

Edited by Cptnhalfbeard

Yeah the only time Ten really has an effect is if the defender rolls enough evades to cancel all the crits. That's why he's generally considered a poor chose for points.If I roll <hit> <hit> <crit> the defender has to roll 3 evades before Ten has any real effect.

The trick is really consistently getting crits with Ten, I'm thinking maybe pairing him with Etahn.

Edited by Cptnhalfbeard

The trick is really consistently getting crits with Ten, I'm thinking maybe pairing him with Etahn.

Sure, but for the points, Ibby or even a Dagger is often a better option. Because his ability just doesn't come into play that often.

Unless you pair him up with Autoblaster, and even then it's rare to see him really make a difference.

Etahn, is IMO well worth the points, but you're looking at 63 points for just those 2, with no upgrades.

The trick is really consistently getting crits with Ten, I'm thinking maybe pairing him with Etahn.

Sure, but for the points, Ibby or even a Dagger is often a better option. Because his ability just doesn't come into play that often.

Unless you pair him up with Autoblaster, and even then it's rare to see him really make a difference.

Etahn, is IMO well worth the points, but you're looking at 63 points for just those 2, with no upgrades.

Even with Autoblaster Ten is a tricky pilot to work with. The funny thing about using the Autoblaster is that it allows [crit] results to be cancelled first. If your opponent has Evade tokens they could use them against the [crit] result you rolled BEFORE applying it to a [hit] result even if the dice can't touch them.

If you routinely see your attacks completely negated by defense dice then Ten's ability can be helpful to punch that one die through. For just about anything else it's basically a useless ability.

The funny thing about using the Autoblaster is that it allows [crit] results to be cancelled first.

Yeah, the thing that Ten brings is if you use autoblaster and get a <hit> <hit> <crit>, the defender might as well not even roll, because dice can't cancel any of those.

So that's why Ten makes the autoblaster a bit better. But even then it's a rare case.

Edited by VanorDM

Try laying out the dice as rolled on the table. Then execute step 6 on page 12 of the rulebook. Once done check if there is an ubcancelled crit left on the table. There should be 2 left. So one of the crits was not cancelled by the defence dice. So the ship suffers 2 uncancelled crits.

Did you try using the forum search bar?

I created a Ten Numb rule topic very similar to yours. I was under the same impression you have regarding his ability, but after getting lots of replies similar to the ones on this thread, and also emailing FFG, the ruling should be 2 crits go through in your example.

Someone pointed out to that you could place 1 crit aside (to satisfy Ten's ability), then use the defense dice to cancel any remaining attack results. So in your example, you would take 1 crit and place it aside, then use the defense dice to cancel 1 of the remaining 2 attack results. Thus, the ending result would be 2 crits.

Edited by Deltmi

This reminds me of that riddle on Scrubs: Two coins add up to 30 cents; one is not a nickel.
In this case, one crit cannot be canceled. But the others can.

(for the record, the answer to the riddle was a quarter and a nickel. One of them isn't a nickel; the other is)

This reminds me of that riddle on Scrubs: Two coins add up to 30 cents; one is not a nickel.

In this case, one crit cannot be canceled. But the others can.

(for the record, the answer to the riddle was a quarter and a nickel. One of them isn't a nickel; the other is)

Riddle me this: I've got two coins that add up to 30 cents, and neither of them is a nickel.

a 10 cent and a 20 cent piece. And you be in Australia too.