Disclaimers:
1. I do not own nor am I affiliated with BANDAI, which owns the anime Mobile Suit Gundam Seed, and have copyrights to the anime character and mecha information stated below. All credit regarding the anime should go to BANDAI.
2. I am also not the owner or affiliated with Palladium Books, whose RPG game format I am using to adapt Mobile Suit Gundam Seed characters and mecha for private gaming purposes. All credit regarding the RPG should go to Palladium.
3. I am working on this game only for NON-PROFIT purposes.
Updated: August 1, 2006
ZGMF-1017 GINN
RPG Notes:Mecha Designed by: BANDAI
RPG format by: PALLADIUM BOOKS
RPG Stats by: Ultimate Coordinator (ultimatecoordinator7@yahoo.com.ph)
Text Format Adapted From: DAVE DEITRICH (deitrich@mediaone.net)
Background info adapted from MECHA ANIME HQ (http://www.mahq.net)
Background Information
As tensions increase between the Naturals of the Earth Alliance and the Coordinators of Zodiac Alliance of Freedom Treaty (ZAFT), military development also continues. Whereas the Alliance concentrates on mobile armors like the TS-MA2 Moebius, ZAFT instead develops the first humanoid mobile suit, the ZGMF-1017 GINN.
The GINN is vastly superior to the Moebius, as illustrated by the poor performance of the Moebius line in most conflicts following the GINN's introduction.
The GINN's basic armament consists of a 76mm machine gun and a heavy sword, but it can also be equipped with a wide variety of weapons for specific battles. These optional weapons include leg-mounted missile launchers, handheld missile launchers and a heavy particle cannon.
As a general purpose, mass-produced suit, the GINN is deployed by ZAFT in space as well as on Earth. Because of the versatility of its design, ZAFT creates many variants based on the basic GINN design.
Primary Data
Model Number: ZGMF-1017
Model Name: GINN
Unit Type: Mobile Suit
Class: Mass Production General Purpose Zero Gravity Mobile Fighter
Manufacturer: Asimov Design Bureau
Primary Factory: PLANT
First Deployment: November CE 69
Production Run: No information available
Operators: Zodiac Alliance of Freedom Treaty (ZAFT)
Crew: One (1) Pilot. There is space for one passenger but no seat (stand at side or back of pilot, or sit on pilot’s lap)
Operating System: No information available
Weapons Systems:
Fixed Weapons:
MA-M3 Heavy Sword
MMI-M8A3 76mm Machine Gun
Optional Fixed Weapons:
M68 “Pardus” Tri-barrel Missile Launcher (2)
Optional Hand Armaments:
M66 “Canus” Short Range Guided Missile Launchers (2)
M68 “Cattus” 500mm Recoilless Rifle
M69 “Barrus” Heavy Ion Cannon
MDC by Location
Head 50
Hands (2) 20 each
Arms 50 each
Shoulders (2) 75 each
Legs (2) 100 each
Main Body 150
Heavy Sword 50
76mm Machine Gun 50
Tri-barrel Missile Launcher (2) 30 each
Short Range Guided Missile Launchers (2) 30 each
500mm Recoilless Rifle 40
Heavy Ion Cannon 80
Notes:
1. Destroying the head of the Mobile Suit will knock the mobile suit’s primary sensors, including all the optics systems (infrared, night vision, thermal) Radar and communications will not be affected.
2. Depleting the MDC of the Main Body will destroy the mobile suit. If online, the ultra-compact energy battery of the MS will explode, causing an additional 1d4 x 100 MDC of damage to all units within 100 meters of the MS. There is NO automatic ejection of the pilot should the MS explodes. If the pilot succeeds in shutting down before or if the battery charge is depleted when the main body MDC is depleted, there is no explosion and the MS is shut down. The pilot can successfully escape from the MS cockpit.
3. Depleting the MDC or severing the legs of the GINN will prohibit the mobile suit from walking or running, although jet-assisted leaps and flight can be possible, but flight speed is cut in half
Technical Data
Head Height: 21.43 meters
Max Gross Weight: 78.5 metric tons
Movement Speeds:
Running:
120 mph (192 kph). Walking speed is 30-40 mph (60-80kph).
Leaping
50 feet (15m) high or 70 feet (21m) long without thrusters
Flying, Atmosphere:
450 mph/700kph with max flight ceiling of 3000 feet in short bursts (1-8 rounds) before needing to land (shutting down thrusters for 1-4 round before they can be fired again). Mach 1.3 (900 mph/1440 kph) with a maximum ceiling of 8000 feet with the Guul Subflight Lifter. The GINN is not capable of sustained flight in atmosphere without the Guul Subflight Lifter and achieving escape velocity to break thru Earth’s gravity into space without additional rocket assistance. Structural G-limits are +22.5 to –14.5 Earth gravities.
Flying, Space
Mach 1.3 (900 mph/1440 kph). Mach 2.7 (1800 mph/2880 kph) with Guul Subflight Lifter
Underwater:
The GINN is incapable of underwater operations.
Power Systems Data
Power Plant: Type 1 Ultra-compact Energy Battery, Auxiliary Power Unit
Energy Units (full charge):
Type 1 Ultra-compact Energy Battery: 250 EU
Auxiliary Power Unit: 50 EU
Energy Use:
Idle: 1 EU per round
Walking: 2 EU per round
Running: 3 EU per round
Underwater: 4 EU per round
Flying (Space): 5 EU per round
Weapons Systems:
1) MA-M3 Heavy Sword – The GINN has a heavy impact sword as its primary melee weapon. The sword is stored on the waist of the MS and hand carried in use. With the great physical strength of the MS and sharp reinforced edge of the sword, the weapon can penetrate most conventional armor plating during the early phases of the First War. The development of the newer phase shift armor however decreased the effectiveness of the heavy sword. The defensive characteristics of phase shift armor against impact weapons made the heavy sword obsolete by the later stages of the conflict.
• Primary Purpose: Melee Assault
• Range: Melee
• Damage: 2d6 x 10 MD
• Rate of Fire: Equal to the number of attacks of the pilot and mobile suit
• Power Usage: None
2) 76mm Heavy Assault Machine Gun – The 76mm machine gun is the primary hand-held ranged weapon of the GINN. The weapon is stored at the back of waist when not in use. Advanced technology and development enabled weapons designers to construct an advanced rapid-fire auto-cannon capable of firing large caliber depleted-uranium ammunition at a very rate of fire. But like the MA-M3 heavy sword, the machine gun was less effective against mobile suits with the newer phase shift armor. The defensive characteristics of phase shift armor against projectile weapons made the heavy assault machine gun obsolete by the later stages of the conflict.
• Primary Purpose: Assault
• Secondary Purpose: Anti-mobile suit
• Range: 5000 feet (1500 meters)
• Damage: 2d6 MD per short burst, 4d6 per long burst, 1d6 x10 for full melee burst.
• Rate of Fire: Number of total attacks equal to number of attacks of pilot and mobile suit.
• Payload: 1000 rounds. Equal to 100 short bursts, 50 long bursts, and 25 full melee bursts.
• Power Usage: 5 EU per attack
3) Hand To Hand Combat – If necessary, the GINN can engage in melee combat rather than use a weapon.
Damage:
• Restrained Punch: 1d6 MD
• Full Strength Punch: 2d6 MD
• “Booster” Punch: 5d6 MD (counts as two attacks)
• Tear/Pry with Hand Actuators: 1d10 MD
• Kick: 2d4 MD
• Leap Kick: 3d6 MD
• Body Flip/Throw: 4d6 MD
• Stomp: 2d4 MD (only effective against objects up to the height of the MS’ knees)
Optional Weapons:
1) M68 “Pardus” Tri-barrel Missile Launcher (2) – As an additional weapons system, the GINN can be equipped with the “Pardus” missile launchers for anti-mobile suit combat. Each leg-mounted launcher has three (3) short-ranged armor-piercing missiles, for a total of 6.
• Primary Purpose: Assault
• Secondary Purpose: Anti-mobile suit
• Range: 5 miles / 8 km. (8000 meters)
• Damage: 1d6 MD per missile.
• Rate of Fire: One at a time or in volleys of 2, 4, or all (6). The number of volleys is equal to the number of attacks of the pilot and the GINN combined. A volley, regardless of the number of missiles fired, counts as one attack
• Payload: Three (3) missiles per launcher. A total of six (6) short-ranged, armor-piercing missiles
• Power Usage: 5 EU per attack
2) M66 “Canus” Short Range Guided Missile Launchers (2) – The GINN can use two hand-held missile launchers for anti-fortress or anti-ship combat. Both launchers can fire two short-ranged, high explosive missiles.
• Primary Purpose: Assault
• Secondary Purpose: Anti-mobile suit
• Range: 2 miles/3.2 km (3200 meters)
• Damage: 1d6 x 10 MD per missile.
• Rate of Fire: One at a time or in volleys of 2 or all (4). The number of volleys is equal to the number of attacks of the pilot and GINN combined. A volley, regardless of the number of missiles fired, counts as one attack
• Payload: Two (2) missiles per launcher. A total of four (4) short-ranged, high-explosive missiles
• Power Usage: 5 EU per attack
3) M68 “Cattus” 500mm Recoilless Rifle – The GINN uses a 500mm Recoilless Rifle to fire high-explosive projectiles for fire support. The rifle is primarily used as an anti-fortress weapon to break down enemy defenses.
• Primary Purpose: Anti-Fortress Assault
• Secondary Purpose: Anti-ship
• Range: 5000 feet (1500 meters)
• Damage: 2d6 x 50 MD per shot.
• Rate of Fire: Number of total attacks equal to number of attacks of pilot and mobile suit.
• Payload: 15 rounds. 1 round per shot
• Power Usage: 5 EU per attack
4) M69 “Barrus” Heavy Ion Cannon – The newest weapon for the GINN is the “Barrus” Ion Cannon, the first beam weapon the GINN can use. The ion cannon is primarily used for long-range fire support. The “Barrus” is one of the first beam weapons designed by ZAFT based from the stolen GAT-X mobile suits’ beam weaponry. The weapon was first deployed at the First Battle of Victoria.
• Primary Purpose: Long Ranged Assault
• Range: 5 miles (8km)
• Damage: 1d4 x 50 MD per blast.
• Rate of Fire: Number of total attacks equal to number of attacks of pilot and mobile suit.
• Payload: Reliant on the power supply that can be used from the energy battery.
• Power Usage: 20 EU per attack
5) Optional Use of the Guul Subflight Lifter
Guul Subflight Lifter – The GINN can be equipped with the Guul Subflight Lifter that gives the MS the capability of atmospheric flight. The mobile suit docks with the Guul via hard points on the Guul and the mobile suit’s foot actuators. The Guul increases the mobile suit flying speed in atmosphere and space, and adds an additional weapon in the form of two six-barrel missile launchers. It also has a built in Type 1 energy battery to power the lifter and augment the power of attached mobile suits. The Guul is the predecessor of the Fatum-00 subflight lifter of the ZGMF-X09A Justice Gundam. Unlike the Fatum-00, the Guul cannot be used as a separate remote-controlled fighter.
Destroying the Guul still allows the mobile suit the ability to fight but can only use the weapons in the main body of the mobile suit, and limits the flight capabilities and decrease the maximum speed to that of the mobile suit.
1) 220mm Six-Barrel Missile Launcher (2) – As an anti-mobile suit support weapon, the Guul is equipped with two 220mm six-barrel missile launchers, mounted on the wing pods of the subflight lifter.
• Primary Purpose: Assault
• Secondary Purpose: Anti-mobile suit
• Range: 5 miles / 8 km. (8000 meters)
• Damage: 1d6 MD per missile.
• Rate of Fire: One at a time or in volleys of 2, 3, 4, 5, 6, 8, 10 or all (12). The number of volleys is equal to the number of attacks of the pilot and the Buster combined. A volley, regardless of the number of missiles fired, counts as one attack
• Payload: Six (6) short-ranged, armor-piercing missiles, per launcher, for a total of 12 missiles
• Power Usage: 5 EU per attack
2) Dodge Bonus - When used, the Guul Subflight Lifter gives dodge bonuses of +1 in atmosphere, +2 in space.