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 ZGMF-1017 GINN

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AuthorMessage
Haro
Mascot Robot
Haro


Number of posts : 802
Race : Mascot Robot
Alignment : True Neutral
Registration date : 2008-05-11

Character sheet
PC Name: Pink-chan
Level: 100
Character Class: Mascot Robot

ZGMF-1017 GINN Empty
PostSubject: ZGMF-1017 GINN   ZGMF-1017 GINN EmptySat 17 May 2008, 1:54 pm

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 Zgmf-1017




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.
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Haro
Mascot Robot
Haro


Number of posts : 802
Race : Mascot Robot
Alignment : True Neutral
Registration date : 2008-05-11

Character sheet
PC Name: Pink-chan
Level: 100
Character Class: Mascot Robot

ZGMF-1017 GINN Empty
PostSubject: Re: ZGMF-1017 GINN   ZGMF-1017 GINN EmptySat 17 May 2008, 1:54 pm


Standard Equipment


Ultra-compact Energy Battery – The main power plant of the GINN is a Type 1 ultra-compact energy battery that provides the energy required to operate the mobile suit and its component systems. The battery is rechargeable, using conduits that connect to an external power source at a base or carrier vessel. Recharging time for the GINN’s battery is 1 hour for a full charge. The optional weapons systems of the GINN rely on the power provided by the energy battery, and they drain energy from the power supply with their use. If the energy battery is drained, all the weapons are powerless and cannot be used and the mobile suit is shut down.

Auxiliary Power Unit (APU) – The GINN has an auxiliary power unit that provides reserve power supply rated at 20% of the main battery’s power capacity should the primary energy battery is drained or shut down. The APU provides the MS emergency power for its essential systems, such as radio communications, internal cockpit and instrumentation lighting, main computer operation, cockpit hatch, ventilation, etc. These systems use a minimal amount of power (1 EU per round) at idle. The APU also provides power for maneuvering (walking, running, leaping, flying) to allow the MS to withdraw from battle and/or return to its base, as long as the APU has energy left. If the APU’s energy is zero or less EU, the MS loses all power and all of its systems are shut down until the primary battery or APU is recharged.

Internal Mainframe Computer – The GINN is equipped with an advanced mainframe computer than controls the various systems of the mobile suit. The computer also collects, correlate and analyze data coming from the mobile suits sensors, and relays information to the pilot via the multi function displays (MFD) on the console, heads-up display (HUD) and virtual environment screens. The computer can track and identify up to 200 targets simultaneously, analyze and specify threats and incoming missile fire, and store information in its database. It optimizes the multiple mechanical, electronic and power systems of the GINN to suit the situation and current conditions. It evaluates the threats to the mobile suit and counters and compensates by optimizing the mobile suit to face the threat. It is partly responsible for the mobile suit’s maneuverability and bonuses to parrying, dodging and roll defense.

External Audio Pickup – A sound amplification system that can pick up sound at normal decibels up to 300 feet away.

Heat and Radiation Shields – Special shielding that prevents penetration into the cockpit and internals of the mobile of life-threatening heat and radiation. The shields also give the GINN the protection while it enters Earth’s atmosphere from orbit. An alarm system is linked to internal sensor that can detect ruptures in the shielding and the amount of heat and radiation is registered.

Emergency Homing Signal Beacon – The GINN carries three homing beacon which sends out a signal to allow a rescue units to locate the mobile suit if it is disabled. One is an internal beacon mounted in the cockpit. The other two beacons can be deployed from its internal mounts on the mobile suit’s arms. These are buoyant and can stay afloat in water even in rough seas. The range of the signal is an arc of 400 miles (640 km) and can continuously send for 100 hours. The signal is a clearly broadcasted international distress signal that is easily recognizable by most computers onboard vehicles, ships and mobile suits.

Laser Targeting System – Range: 100 miles (160 km). Used for increased accuracy in attacking enemy targets and hostiles. It is partly responsible for the mobile suit’s GINN bonuses. It also used as a indirect fire targeting system to “paint” targets for long ranged, indirect fire artillery and missile systems.

Loudspeaker – An external loudspeaker system is built into the MS, which can amplify the pilot’s voice up to 90 decibels.

Optics: Infrared – Range: 1000 feet (600 meters). This optical system projects a beam of infrared light that is invisible to the naked eye, but detectable by the MS’ sensors. The system allows the pilot to detect objects, even hidden or concealed ones, via their IR reflective signatures. The beam will be visible to anyone with IR sensitive optics, however.

Optics: Nightvision – Range 1000 feet (600 meters). A passive light imaging intensifier that emits no light of its own, but relies on the ambient light which is electronically amplified to produce a visible picture.

Optics: Thermal Imaging – Range: 1000 feet (600 meters). A passive optical heat sensor that detects radiation projected by warm objects and converts that data into false-colored visible images.

Radar – 300 miles (480 km) range. Passive and active scanning sensors interconnected with the various optic systems and the mainframe computer.

Self-Destruct System – To prevent the capture of the mobile suit, the pilot can activate the MS’ self-destruct system, which will cause the MS to explode after a delay of up to 60 minutes, depending on the settings of the pilot. The system requires a numeric code to be entered via the hidden keypad in the right armrest of the pilot’s seat. The explosion will spread along a 100 meter arc, and causes 1d4 x 100 MD to all units within the arc. The mobile suit will be destroyed and all internal systems incinerated. The pilot must manually escape from the cockpit before the explosion to survive.

Standard Survival Kit – The GINN comes equipped with a portable survival kit for the pilot. Inside a reinforced compartment behind the pilot’s seat is a backpack with a flashlight, four hand flares, two rocket flares, a compass, infrared distancing binoculars, a small mirror, a multi-tool pocket knife, dehydrated and concentrated food for 7 days for one person, and a first aid kit.

Life Support System – The GINN’s cockpit is pressurized, and also provides additional air conditioning and ventilation feeds to the pilot’s flight suit that provides him with pressurized breathing. The pilot’s suit also contains an upper and lower g-suit that promotes blood circulation during high-g turns and maneuvering, thus decreasing the possibility of the pilot blacking out in combat.

Virtual Environment Cockpit – The GINN is equipped with an innovative cockpit display system layout that provides monitors for a 180 degrees view along front arc of the outside environment even though the cockpit is nestled inside the main body of mobile suit. This clear and wide view is partly responsible for the strike/parry/dodge/roll bonuses of the MS.









Combat Bonuses From ZGMF-1017 GINN Combat Training




Basic Training for Mobile Suit pilots

• 2 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels three, nine and fifteen.
• +1 on initiative
• +1 to strike
• +1 to parry
• +1 to dodge
• No bonus to dodge in space.
• +1 to roll with a punch or fall with an impact, reducing damage by half.
• No leap dodge
• Critical strike same as pilot's hand-to-hand.



Advanced training for pilots specializing in the ZGMF-1017 GINN.

• 4 attacks per melee (plus those of the pilot)
• Add one additional action/attack at levels two, five, seven, and ten.
• +1 on initiative
• +1 strike
• +2 to parry
• +2 to dodge
• +2 bonus to dodge when in space to all modes
• +2 to roll with a punch or fall with an impact, reducing damage by half.
• +2 to leap dodge. A leap dodge is an automatic dodge that causes no loss of attacks per melee. The mobile suits are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
• Critical Strike same as pilot's hand-to-hand.
• Body block/tackle/ram - 2D4 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.








References Used In This Design:

• Mecha Anime HQ http://www.mahq.net
• Mobile Suit Gundam Seed Anime Episodes 1-50, from BANDAI
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