Woot! Here Sammy comes, Mindy-chan!Let's just say yes for gameplay purposes.
Sweet! Sam is so going to enjoy watching two nekos put on their Mindy armors.To enter the Mindy armor, a neko first takes off any clothing she is wearing, followed by removing the armor's helmet; the armor will recognize its operator and open its torso, revealing its fleshy interior. The chest and abdomen armor splits open along the armor's centerline. The pilot would then back into her armor, putting each foot in. The armor automatically creates a suction that will engulf the pilot's legs and pull her inside. Once the pilot is in position, the armor will close around her and she may retrieve her helmet and put it on. The Mindy can be operated without its helmet, but the pilot will not be able to use most sensor and communication devices without it on.
Ke-M2-W3500 Forearm Weapons (2)
Each of the Mindy's oversized forearms holds a weapons system that draws aetheric energy from space and projects it out in three modes.
The first is a powerful energy blade consisting of a three foot long, two inch wide projection of aether for melee combat, and a six foot projection for hull cutting. It is powerful enough to ignite flammable objects, cut through blast doors and through most power armors in this melee blade mode, but is intended to slowly burn through thick hulls in hull cutting mode. Due to the dispersal of the energy over a longer surface area however, it is marginally effective in combat. The second mode fires a stream of rapid, piercing pulses akin to a short-range energy machine gun. Finally, the third requires two seconds to charge, but fires a more powerful beam which boasts longer range and better shield penetrating capabilities. The forearm weapons cannot function at the same time the forearm barrier shields are activated for each respective arm.
As the power source for the forearm weapons is the Mindy's Aether Generator, the weapon does not require munitions or batteries, effectively granting it unlimited usage time.
- Primary Purpose: Anti-Power Armor
- Secondary Purpose: Anti-Personnel
- Damage: ADR 5 - Wristblade, ADR 3 - SMG, ADR 4 - Charged Beam.
- Range: 1m (3') - Melee Blade, 2m (6') - Hull Cutter Blade, 5,000 m (3.1 mi) - SMG, 60 km (37.2 mi) - Charged Beam
- Rate of Fire: Constant - Blade Mode, 8 pulses/sec in submachinegun mode and a 2 second delay before firing a charged beam.
- Payload: Effectively Unlimited
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