Ten numb, guidance chip, plasma torpedo

By churchwarden, in X-Wing

Hmmm.... Seems like a decent combo. 2 uncancellable damage against shielded ships... Like a range 2-3 autoblaster with potential for more damage.

Its not bad. A Mangler is only 1 point more though and stays with Ten Numb until he explodes on the 2nd or 3rd turn.

I think you meant Proton Torpedoes that change an eye to a crit. And I hate to break it to you, but it's only one uncancellable damage because Ten Numb's card specifies that only the first crit cannot be cancelled. However, even if the second crit can be cancelled, this is still a recipe capable of putting out a lot of hurt.

Edit: Grammar

Edited by Zabuzauz

I think you meant Proton Torpedoes that change an eye to a crit. And I hate to break it to you, but it's only one uncancellable damage because Ten Numb's card specifies that only the first crit cannot be cancelled. However, even if the second crit can be cancelled, this is still a recipe capable of putting out a lot of hurt.

Edit: Grammar

Nah, with a 3 attack primary weapon, the Chips can change anything to a crit.

I think you meant Proton Torpedoes that change an eye to a crit. And I hate to break it to you, but it's only one uncancellable damage because Ten Numb's card specifies that only the first crit cannot be cancelled. However, even if the second crit can be cancelled, this is still a recipe capable of putting out a lot of hurt.

Edit: Grammar

Nah, with a 3 attack primary weapon, the Chips can change anything to a crit.

Yes, but he is talking about two crits. One would come from a blank using Guidance Chips, the other from the Torpedoes themselves changing an eye to a crit.

Edited by Zabuzauz

I think you meant Proton Torpedoes that change an eye to a crit. And I hate to break it to you, but it's only one uncancellable damage because Ten Numb's card specifies that only the first crit cannot be cancelled. However, even if the second crit can be cancelled, this is still a recipe capable of putting out a lot of hurt.

Edit: Grammar

It's 2 damage.

Ten numb fires plasma. Guidance chimps changes any result to crit. Regardless of everything that die can't be dodged and deals 1 damage. If the target still has shields then plasma now takes 1 shield for its ability.

I think you meant Proton Torpedoes that change an eye to a crit. And I hate to break it to you, but it's only one uncancellable damage because Ten Numb's card specifies that only the first crit cannot be cancelled. However, even if the second crit can be cancelled, this is still a recipe capable of putting out a lot of hurt.

Edit: Grammar

He said 2 uncancellable damage against a shielded target.

- You fire the plasma torpedo, switch a result to a crit which cannot miss

- Plama torpedo effect kicks in afterwards, removing 1 shield if one remained.

So overall, provided that the target had 2 shields to begin with, the plama torpedo, in this case, will do a minimum of 2 damage.

Ah, I WAS mistaken as to what the OP was referring to. I guess that's what I get for jumping the gun. Time to get more coffee. :lol:

At first I wasn't sure about this, but I guess it's not bad. Against unshielded targets, deal a crit, against 2+ shielded, do 2 damage. It only stinks vs single shields and Chewie, but it's a point more than mangler (cuz 2 shots is 5 points).

I don't think this is optimal. It's pretty much an auto-hit plasma torpedo, but the extra damage from the torpedo only works if they still have shields after absorbing the crit. And you'd generally prefer that the crit hit hull instead of shields. I think I prefer VI and Mangler or just calculation.

I don't think this is optimal. It's pretty much an auto-hit plasma torpedo, but the extra damage from the torpedo only works if they still have shields after absorbing the crit. And you'd generally prefer that the crit hit hull instead of shields. I think I prefer VI and Mangler or just calculation.

Oh VI is still good for sure, since you need to TL with this, but Ten's weakness is vs shielded targets, this helps that if the target has at least 2 shields. I would probably still take Calc though, since he's like Biggs 3.0 if the opponent has any high 2+ agility ships.

It is useful in epic, not sure if I would play it in standard though.

I don't think this is optimal. It's pretty much an auto-hit plasma torpedo, but the extra damage from the torpedo only works if they still have shields after absorbing the crit. And you'd generally prefer that the crit hit hull instead of shields. I think I prefer VI and Mangler or just calculation.

Oh VI is still good for sure, since you need to TL with this, but Ten's weakness is vs shielded targets, this helps that if the target has at least 2 shields. I would probably still take Calc though, since he's like Biggs 3.0 if the opponent has any high 2+ agility ships.

Ten's big weakness is the fact that he's a 31-point ship before upgrades with eight health and one evade die with a giant blinking arrow above his head and a neon sign that says, "Kill me first!"

Unless he's running next to Biggs, he's only going to survive more than one round of combat if your opponent's dice go cold.

Yall are thinking too small, ten numb with ion torpedo is where it's at

Yeah.... Thought about ions too. Thinking ten numb and guidance chips is a heavier version of blount. Was thinking about upcoming flood of defenders coming. Give vi ten numb plasma torps, wedge gets predator guidance and proton torps. Might b able to eliminate brath before he ever shoots.

Still way too expensive and handing the other guy points.

Well with biggs and a droid and integrated astro its 99 pts. Ten will get 2 torps off before even getting shot at.

Well with biggs and a droid and integrated astro its 99 pts. Ten will get 2 torps off before even getting shot at.

Only question is what do you run with those two to finish your list. I suppose you either need some really efficient offense to knock out the ship that's ionized or something really defensive to hang out and bear the brunt of whatevers left after ten is gone. If you go the layer I think you'd want to at least get fire control systems on ten to keep your damage output at a good level.

Ten with the plasma chip combo and Blount with Ion missle can bring a phantom to 1 HP, pretty awesome if phantoms are the bane of your existence

Ten with the plasma chip combo and Blount with Ion missle can bring a phantom to 1 HP, pretty awesome if phantoms are the bane of your existence

Not really, neither of those guys are particularly capable of getting a TIE phantom in arc, at range 2-3, with a target lock.

What if I ran ten with a bunch of a-wings or z-95s and when my opponent pointed his whole squad at ten to"kill him in 1 our 2 turns" I just swooped everyone else in behind them and blasted away with impunity for those 1 or 2 turns at their ionized bottoms?

Well with biggs and a droid and integrated astro its 99 pts. Ten will get 2 torps off before even getting shot at.

Only question is what do you run with those two to finish your list. I suppose you either need some really efficient offense to knock out the ship that's ionized or something really defensive to hang out and bear the brunt of whatevers left after ten is gone. If you go the layer I think you'd want to at least get fire control systems on ten to keep your damage output at a good level.

Ten Numb with Biggs assistance is quite survivable, especially if you have Jan Ors in Numb and Biggs takes an evade every round.

Time to get more coffee. :lol:

This is always a correct statement.

Ten with the plasma chip combo and Blount with Ion missle can bring a phantom to 1 HP, pretty awesome if phantoms are the bane of your existence

Not really, neither of those guys are particularly capable of getting a TIE phantom in arc, at range 2-3, with a target lock.

VI advanced sensors ten numb is pretty capable

I'm planning to run Tychu Ten Kraken at PS 10. I will be sure to post about it. I can't help thinking regular proton torps are better.... But plasma is cheaper.