First off, my condolences for your 13,000 events and resolve to attempt this feat. If you were familiar with the math, you might have realized that there are 3,628,800 possible combinations of 10 positions. So you're lucky in that you seem to have hit a limitation so early...
To determine turn order for 10 objects, the simplest way would be to use instance variables. If you had an instance variable for speed, and an instance variable for turn order, you could use the system "For Each (ordered)" to sort them by speed, and then assign each one a number from 0 to 9.
+ System: For each Sprite order by Sprite.speed descending
-> Sprite: Set turnorder to LoopIndex
What you would do now that they can be identified by their turn order is up to you. For example, you could keep track of the current turn in a separate global variable, and only allow the sprite with turnorder that matches the current turn to act.