And ARM9/BTS9 (replacing values). Being in Active Symbiont Armor state is enough. You have these "buffs". It's not applied vs Hacking and Comms attacks though. An effect has to require an ARM/BTS roll from your model. If Total Immunity says you don't roll ARM/BTS (e.g. Flash Pulse) because you're immune and there's no "Normal Ammo" variant of what you're hit with, the Mate is not used and remains.
Much constructive. Sigh. @ijw @psychoticstorm Currently Exotic Ammo has the rule that it ignores Total Immunity. Is this preserved after the update or does Total cover all Exotic ammo types?
When suffering a successful Attack or being affected by any weapon or rule that forces any ARM or BTS Rolls, the owner is immune to the special effects of the Special Ammunitions, treating them as Normal Ammunition. The Ammunition Category has no effect on the (renamed) Total Immunity Special Skill.
Awesome, then please adjust this page accordingly because it will create a lot of confusion with the description of Exotic ammo: http://infinitythewiki.com/en/Weapon_Profile#Ammunition Thanks for the hard work guys, this is way better design (Total and Vulnerable (X) exceptions)! :)
So for mates, what I am reading is: You have Arm/BTS 9 and total immunity while the mate is on the board. Soon as got hit the mate goes away. So effectively you can plink out the mate with a weak weapon if needed.
Now it all makes sense!!! So many Jammers given, it was because those ignore the Total Inmunnity and now are the only way to stop cold the ariadna'n dogs!!! XD
Not the only but a good one :) Yes, but you need to remember that it needs to be something that affects the trooper and forces an ARM/BTS roll. AHD Glue won't take the Mate off, neither will Flash Pulse (it's completely wasted on Total).
There is a PDF with an new/updated profiles though it doesn't highlight what has changed: https://assets.infinitythegame.net/...l_profiles/en/v1.0/daedalus_fall_profiles.pdf