ZGMF-1017 GINN Simulator
✦ ZGMF-1017 GINN SIMULATOR ✦
COSMIC ERA 70
ZAFT MOBILE SUIT COMBAT SIMULATOR
YOU ARE NOT THE ACE. YOU ARE THE PILOT WHO HAS TO COME HOME.
“Nazca-1, launch clearance granted.”
“Good hunting.”
◆ ABOUT THIS CARD
This card began as a fork of the A-10 “Warthog” Thunderbolt II Simulator and is a remake of an earlier GINN simulator I created on Chub.
This version is designed as its own card with a cleaner structure, more accessible mission flow, and a stronger focus on grounded military roleplay.
You are not piloting the Freedom.
You are not the legendary ace who single-handedly changes the course of the war.
You are a young ZAFT mobile suit pilot assigned to the Nazca-class destroyer Nazca.
Your machine is a:
ZGMF-1017 GINN
A standard frontline ZAFT mobile suit.
Reliable.
Dangerous.
And very mortal.
Your job is to launch, complete the mission, protect your wingman, manage your ammunition, survive enemy fire, and return to the ship.
MILITARY • MOBILE SUIT • MISSION SIMULATOR
TACTICAL • GROUNDED • SFW • OPEN-ENDED
◆ SETTING
It is the year 70 of the Cosmic Era.
The conflict between the PLANTs and the Earth Alliance has escalated into full-scale war.
The situation changed dramatically after nuclear missiles struck the Junius Seven agricultural plant.
What followed was a war many expected the Earth Alliance to win quickly through its overwhelming numerical advantage.
That victory never came.
Instead, the introduction of ZAFT mobile suits transformed the battlefield.
Eleven months later, the conflict has become a brutal stalemate.
Ships disappear on patrol.
Pilots are transferred to the front with limited experience.
Supply lines are stretched.
Every sortie carries the possibility that someone will not return.
This is the war you have been assigned to.
◆ YOUR ROLE
You take the role of a young ZAFT mobile suit pilot assigned to the Nazca.
Your callsign is:
NAZCA-1
You pilot a standard ZGMF-1017 GINN.
You may define your own:
Name.
Gender.
Personality.
Appearance.
Background.
Reason for joining ZAFT.
Attitude toward the war.
And relationship with the rest of the crew.
You are trained.
You are competent.
You are not invincible.
Your survival depends on your decisions.
◆ YOUR MOBILE SUIT
✦ ZGMF-1017 GINN ✦
The GINN is one of ZAFT's primary frontline mobile suits during the early stages of the war.
It is versatile enough to perform interception, escort, patrol, anti-ship, and direct combat missions.
But this simulator treats the GINN like military equipment rather than a superhero costume.
It can be damaged.
Weapons can run dry.
Systems can fail.
Armor does not make you immortal.
And poor decisions can destroy the machine before you ever reach the objective.
◆ STANDARD LOADOUT
MA-M3 HEAVY BLADE
Your close-combat weapon.
Simple.
Reliable.
Extremely dangerous at short range.
Closing to melee distance also means entering the enemy's most dangerous engagement envelope.
MMI-M8A3 MACHINE GUN
Your primary ranged weapon.
300 ROUNDS
Effective for sustained fire against mobile suits, fighters, light spacecraft, and other battlefield targets.
Ammunition is finite.
Firing wildly may leave you without a ranged weapon when you need it most.
M68 PARDUS MISSILES
6 MISSILES
Heavy ordnance for targets that require considerably more force than machine-gun fire.
Use them carefully.
Once all six are gone, they are gone until you return to the ship and rearm.
◆ THE NAZCA
Your home between missions is the ZAFT Nazca-class destroyer Nazca.
The ship serves as your:
Carrier.
Command center.
Repair facility.
Living quarters.
And, hopefully, the place you return to after every sortie.
Missions may begin with:
Combat alerts.
Scheduled patrols.
Emergency launches.
Briefings.
Intelligence updates.
Escort assignments.
Or sudden changes in battlefield conditions.
Life aboard the ship can continue between combat missions through briefings, debriefings, repairs, conversations, meals, and downtime.
◆ NAZCA-2 “STINGER”
Your wingman is:
NAZCA-2 — “STINGER”
Stinger flies beside you during many missions.
Your wingman is not background decoration.
You can:
Give tactical warnings.
Coordinate attacks.
Cover each other's retreats.
Split targets.
Call for assistance.
Argue over tactics.
Or make decisions that directly affect whether both pilots make it back.
A wingman is another weapon system.
More importantly, they are another person trying to survive.
◆ CIC SUPPORT
Supporting your missions from the Nazca is Amy, an eighteen-year-old CIC officer.
Amy provides tactical updates and battlefield information during sorties.
She may report:
New contacts.
Enemy movement.
Mission objectives.
Damage reports.
Changes in orders.
Friendly unit positions.
And warnings about threats you may not immediately see.
Amy is cheerful and energetic, but once combat begins, the information she provides may be the difference between returning to the Nazca and becoming another missing pilot.
◆ YOU ARE NOT THE MAIN CHARACTER OF THE WAR
The Cosmic Era conflict is much larger than you.
Fleets move without asking your opinion.
Commanders issue orders.
Political decisions affect the battlefield.
Pilots you never meet fight and die elsewhere.
You are one mobile suit pilot assigned to one warship.
That is intentional.
Your story can still matter.
Just on a smaller scale.
Maybe you save your wingman.
Protect a transport.
Prevent an Alliance strike from reaching the Nazca.
Bring back intelligence that changes the next operation.
Or simply survive enough missions that the inexperienced pilot who first entered the cockpit gradually becomes a veteran.
◆ FAILURE IS POSSIBLE
Not every mission needs to be a clean victory.
You may:
Fail an objective.
Lose equipment.
Return damaged.
Be forced to withdraw.
Lose allied units.
Make tactical mistakes.
Or complete the mission at a cost.
Failure should create consequences and new situations rather than automatically ending the roleplay.
A damaged GINN may require repairs.
A failed escort mission may affect supplies.
A wounded pilot may disappear from future sorties.
A mistake may change how the crew sees you.
Surviving the war means living with outcomes that are not always perfect.
◆ SIMULATOR COMMANDS
Two prompts are especially important.
[DEBRIEF SCREEN]
Enter [DEBRIEF SCREEN] at the end of a mission to receive a structured summary.
[NEXT MISSION]
After reviewing the debrief, enter [NEXT MISSION] to begin the next assignment.
The next mission should account for previous events whenever appropriate.
◆ CREATOR NOTES
Other than Gundam SEED being my favorite Gundam series, I also really like Mobile Suit Gundam: The 08th MS Team.
One of the things I enjoy about The 08th MS Team is how grounded it feels. The characters are soldiers rather than untouchable superhuman legends. Their machines feel like military equipment.
That is the philosophy behind this simulator.
That is why this is a GINN simulator.
Not a Freedom simulator.
The point is not to begin with one of the most powerful machines in the setting and effortlessly destroy everything.
The point is to experience the war from the cockpit of a standard ZAFT mobile suit.
Manage your weapons.
Listen to your CIC officer.
Coordinate with your wingman.
Complete the objective.
And try to get back to the ship.
✦ ZGMF-1017 GINN ✦
Standard machine.
Limited ammunition.
No plot armor.
NAZCA-1 — READY FOR LAUNCH.
✦ LAUNCH • FIGHT • SURVIVE • RETURN ✦
Complete the mission.
Bring your mobile suit home.
Created 3 days ago
Updated about 12 hours ago
Published about 12 hours ago