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Section of Site: Vehicles D6Belongs to Faction: MOBILE SUIT GUNDAM (Various Series)Subtype: Mobile Suits (Starfighters)Era: Cosmic EraCanon: Crossover

ZAFT DINN Commander Type

Craft: ZAFT AMF-101 DINN Commander Type
Type: Atmospheric combat mobile suit command model
Scale: Starfighter
-Height: 18.93m
-Mass: 37.33 metric tons (max gross weight)
Skill: Mecha Piloting (OR can use Walker Operations and/or Starfighter/Aircraft Piloting)
Crew: 1
Cargo Capacity: 10 kilograms (or less)
Consumables: 1 week (survival pack)
Cost: 80,000 ZAFT credits
Hyperdrive: N/A
Nav Computer: Yes (short-ranged, carrier-based)
-Atmosphere: 3D
-Space: 1D
-Space: 2
-Atmosphere: 3 50; 1,000kmh (completely flight capable!)
-Ground (Walking): 30; 90kmh
Hull: 4D
-Strength: 3D
-Armor: 1D
Shields: N/A
   Passive: 25/1D
   Scan: 50/1D+1
   Search: 70/2D+2
   Focus: 4/3D

*Natural Pilots: If a ZAFT mobile suit is ever piloted by a Natural human, all Difficulty Levels for piloting will be increased by one Level.  If this roll is not made, the pilot will recieve no bonus dice from Maneuverability or Fire Control of Weapons.  Also, if a proper Operating System is not installed for natural pilots, then these bonuses will be -1D

WEAPONS (Fixed Armaments):
   4 6-tube Multipurpose Launcher
      Location: Mounted on chest
      Fire Arc: front
      Crew: 1 (pilot)
      Skill: Mecha Gunnery (OR Starfighter/Aircraft Gunnery)
       Scale: Starfighter
      Fire Control: 2D+2
      Space Range: 1/3/6, 6 per round, max range 30
      Atmosphere Range: 50-100/300/600, 600 per round, max range 3km
      Damage: 7D (standard, varies by warhead/missile type)
      Ammo: 1 missile per tube; 24 total
      Rate of Fire: 1 missile per attack; OR volleys of max payload per launcher; OR volleys of total payload

WEAPONS (Optional Hand-Held Armaments):
   MMI-M7S 76mm Heavy Assault Machine Gun
      Location: Holster-mounted on right hip, hand-held in use
      Fire Arc: "turret" (hand-held, aims like human arm)
      Crew: 1 (pilot)
      Skill: Mecha Gunnery (OR Starfighter/Aircraft Gunnery)
      Scale: Starfighter
      Fire Control: 1D+2
      Space Range: 1-4/ 11/22
      Atmosphere Range: 50-400/1.1/2.2km
      Damage: 5D+1 (OR Autofire Bonus Damage Dice)
      Ammo: 40 round magazine
      Rate of Fire: 1 round per attack; OR Autofire (see D6 Firearms elsewhere on the site)

   MMI-M100 190mm Anti-aircraft Shotgun.
      Location: Holster-mounted on left hip, hand-held in use
      Fire Arc: "turret" (hand-held, aimed by arms)
      Crew: 1 (pilot)
      Skill: Mecha Gunnery (OR Starfighter/Aircraft Gunnery)
      Scale: Starfighter
      Fire Control: 1D+2/2D+2/3D+2 (short, medium and long ranges)
      Space Range: 1-2/8/24
      Atmosphere Range: 50-200/800/2.4km
      Damage: 8D/6D/4D (short, medium and long ranges)
      Ammo: 10 shells
      Rate of Fire: 1 shell per attack

   ZAFT DINN (Pronounced "Din" or "Den")
   The AMF-101 DINN is a mobile suit designed for sustained aerial combat on Earth. The DINN 's design is similar to the ZGMF-1017 GINN, with the exception of the extendable wings used for flight and a helmet-like attachment used to increase the suit's aerodynamics. The DINN's basic armaments consist of an anti-aircraft shotgun and an assault machine gun also used by the ZGMF-515 CGUE. The DINN is also equipped with four multipurpose launchers in the chest which can be fitted with missiles. DINNs are deployed all across the Earth, and many units participate in ZAFT's Operation Spitbreak, a failed attempt to destroy the Earth Alliance's Alaska Base. During Spitbreak, a silver commander's unit is used by ace pilot Rau Le Creuset to infiltrate the Alaska Base. In addition to the standard DINN model, ZAFT also produces several variations, including the AME-WAC01 DINN Special Electronic Installation Type, AMRF-101C AWACS DINN and AMF-103A DINN RAVEN.
   The Commander model is has about the same abilities as the standard DINN.  Its main difference is an improved communications and sensor package for keeping track of all the other units under its command, and to give it the needed ability to issue orders and execute tactics in the field of combat on the fly as needed.  It laos has a few tweaks here and there as befitting a suit intended for commanding officers, such as Maneuverability and Fire Control.

*Natural Pilots: If a ZAFT mobile suit is ever piloted by a Natural human, all Difficulty Levels for piloting will be increased by one Level.  If this roll is not made, the pilot will recieve no bonus dice from Maneuverability or Fire Control of Weapons.  Also, if a proper Operating System is not installed for natural pilots, then these bonuses will be -1D

---Ultracompact Energy Battery: in the Gundam SEED setting, ZAFT has dispersed many Neutron Jammers across Earth and uses them extensively in space.  This means nuclear power and weapons systems are impossible to use and forces both sides to rely in various compact energy batteries to power their ships and mobile suits.
  Because of this, when using any of these machines in the Gundam SEED setting, take the unit's Hull Dice number, multiply it by 100 (add 25 per pip), and this is the amount if power in the battery system (600 for standard GINNs).
  When mobile suit/mobile armor launches, it begins depleting it's battery by at least 1 per round.  If it has energy weapons (I.e., beam sabers, beam rifles, etc.) or other advanced high-energy systems directly connected to it's power supply (Phase Shift Armor, Mirage Colloid, etc.), then these will draw more power from the battery.  Energy weapons draw power points equal to their Damage Dice.  Equipment like Phase Shift Armor or Mirage Colloid draw power points equal to the mobile suit's Hull Dice.  All of this is per round of activation.

   The ZAFT DINN is starfighter scale, like most mecha, because it is space and flight capable.  I have chosen most of the dice codes for it based on its size (which is similar to a space transport in Star Wars D6, and lack energy shields), and the fact that it is an early model (other more improved models follow later with improved statistics, which is why the DINN may still seem comparatively weak in may ways).  Unlike the ZAFT GINN, the DINN can actually fly in atmosphere, because that is what it was designed for.  
   The assault rifle is similar in stats to the GINN version, but better as it is used by the later improved CGUE models.  The Shotgun I have written up to work somewhat like a real shotgun, with massive damage at very close ranges, but less damage as the shot gets further away, and in this way it also works w omewhat like an anti-aircraft flak gun.  The missile launchers have a standard wahead listed for damage (7D), but other missile types would be available since it says it is a multipurpose weapon.  Such warheads may be Light Explosive (6D), Heavy Explosive (8D), Long Ranged (double the range), anti-radiation jamming (7D jamming against all sensors and fire controls, -1D per round), and even fire retardant and smoke.

-Model number: AMF-101
-Code Name: DINN
-Manufacturer: ZAFT (Zodiac Alliance of Freedom Treaty)
-Operators: ZAFT
-First Deployment: 20 May C.E. 70
-Accomodation: pilot only, in standard cockpit in torso
-Armor Materials: unknown
-Powerplant: Ultracompact energy battery, power output rating unknown
-Equipmentt/Design Features: sensors (range unknown)
-Fixed Armaments: 4 6-tube Multipur pose Launcher (mounted on chest).
-OPTIONAL Hand-Held Armaments: MMI-M7S 76mm heavy assault machine gun, MMI-M100 190mm anti-aircraft shotgun.

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