Clariont Ensign.
United Galaxies Council.
REF/RDF T'sentraedi Striker Destroid.
Clariont Ensign.
United Galaxies Council.
This prototype is unique even among the many experimental Robotech Defense Forces Mecha. The ZSB-20 was developed at a time when there was a need to integrate the thousands of now LOYAL
REF/RDF T'sentraedi Striker Destroid.
micronized T'sentraedi into the ranks of the RDF. Having been genetically bred to be Warriors, all were capable fighters and desired- Even required- Militry life, with the regimented lifestyle, discipline, structure, and predictability (in general at least, predictability). Indeed, failure to do so was shown to be an "aggravating factor" in T'sentraedi defection to KHYRON'S forces. Consequently, it seemed foolish not to utilize the anxious "army" of trained soldiers. Since most T'sentraedi were trained as Mecha pilots, one of the tasks involved was to outfit them with Mecha suitable for their service on Earth. Training them on Earth's normal Destroids and other Mecha was not only a security risk (or so it was believed), but also time-consuming and costly.
It was decided that the militry would outfit the loyal T'sentraedi with Mecha that had controls and cockpit layout based on those the T'sentraedi already knew and understood, with Terran designed electronics and weapons. The Earth militries decided it would be best to build something fundamentally different from the old T'sentraedi designs still used by the EBSIS and rebel T'sentraedi forces around the world, which almost all Human factions recognized as that of the hated alien invaders. Indeed, early attempts to deploy the Regult ("Tactical Battle Pods", or "Echo Mike One") with RDF markings led to several friendly-fire incidents, with RDF troops mistakenly believing the extensively re-painted Regults were actually T'sentraedi attacks- This, despite the nature of the re-painting, RDF Red and Black. (It didn't help when T'sentraedi rebels did, in fact, repaint their own Mecha the same general scheme.)
Instead, they needed something that LOOKED Terran in nature, and could be operated by both males and females with equal facility. There would no longer be "Botoru" or "Quodrono," but the single, combined T'sentraedi forces. This, it was hoped, would better integrate the sexes of the T'sentraedi, encouraging breeding (an experiment of limited success in both directions). The T'sentraedi Striker Battloid would be significantly LESS than a Destroid, as it lacked missiles for security reasons. This angered all of the T'sentraedi involved in the program's development, including allegations of "racism" (allegations even Colonel HUNTER and Admiral GLOVAL were hard-pressed to refute; Colonel HUNTER for one wisely didn't try to deny the racist undertones of the program, for which he did gain some grudging respect from the T'sentraedi on the program). General HUNTER would later reverse this policy, ordering Dr. BURKE to develop the smaller, more powerful versions of the original T'sentraedi Mecha eventually used, but for a short time the ZEB would be the Mecha for the T'sentraedi.
Unfortunately, the prototypes were lost, it was thought forever, when the plane carrying them for field testing was shot down. During the Second Invid Invasion the plane was found, quite by accident, but looted for its Mecha compliment. Thankfully, the TECHNICAL DOCUMENTATION survived, which was worth many time more than the Mecha themselves (whether those involved realized this or not). Of the prototypes, only one survived, and this one being several that were cobbled together into one, with some parts lost forever and switched out for non-standard materials (the left arm had facing from a tractor-trailer, and the words "Frozen Chicken" could still be made out).
Using the Inertial-Vector Control System originally developed for the Queadlunn-Rau ("Female Power Armor"), the ZEB is a fully flying Battloid- The only one. (A few of the Southern Cross Battloids could fly for short periods, but the ZEB could stay in the air for a full 16-hour patrol.)
In a small overture to the T'sentraedi, the new version of the ZEB can be equipped with more missiles by way of the NP-BP-01, NP-BP-02, NP-BP-10, NP-AR-01 FAST Missile Launcher Pods, and NP-FB-10 FAST Packs; The full program was upgraded with NP-FB-10 integrated into the design.
Those who have qualify on the new Mecha have found it reliable, but un-inspiring to enemy forces; Where Ator or Tiresian Malconts might run in fear of a RaiderX (not a particularly impressive Mecha under any circumstances), they will stand and fight to the death, even when outnumbering the ZEB as many as ten-to-one.
Vehicle Type: One man, all weather ground and space combat Mecha.
Class: Destroid.
Manufacturer: Robotech Expeditionary Forces.
Crew: One or two.
MDC By Location:
Upper Legs (2)-
Lower Legs (2)-
Upper Arms (2)-
Hands (2)-
Forward Cannons (2)-
215 each
265 each
100 each
75 each
20 each
Lower Arms/Auto Cannons (2)-
PBC's (2, shoulders)-
Top Sensor Pod-
Forward Sensor Pod-
Thruster Pods (2, back)-

100 each
25 each
150 each
100 each
150 each

Speed and Statistical Data:
Running: 115 MPH.
Leaping: 100 feet up and across without booster or grav pods; Unlimited with grav pod.
Range On Land: Unlimited.
Flying: Mach 3 maximum.
Surfaced And Underwater: 02 knots maximum; It's just not all that hrydro-dynamic.
Range, Surfaced and Underwater: Unlimited.
Maximum Depth: 200 Miles for 48 hours.
Height: 27 feet 04 inches.
Width: 13 feet 09 inches.
Length: 11 feet 4 inches.
Weight: 19 tons without missiles or FAST Packs.
Cargo: Only crew supplies could be carried inside. This includes a VR-Series Cyclone.
Powerplants: 2 times RRL-1P Miniaturized Protoculture-cell energizer; Output: 2,000 KwH.
Thrust System: 2 times Pratt & Whitney ZBPT-1 Vectorable Reaction Thruster; Output: 130 kN.
Cost and Availability: Between 14 millioncredit; Occasionally Available. RDF's, especially of T'sentraedi colonies love them.
Estimated Black Market Cost and Availability: Between 2 million and 25 millioncredit, depending on quality; Occasionally Available. Fehrans especially love them; T'sentraedi Malcontents also have a great desire to obtain them.

Weapons Systems:
1. Chest Mounted Weapons Clusters: On each side of the Mecha's chest is a pair of weapons barrels. The smaller of the two is a laser designed as a multi-use weap the capabilities of both an anti-personnel weap and tool. The larger one is a Particle Beam Gun. The laser has two settings; A low-powered fully automated setting and a high-powered cutting tool. The PBC is slightly scaled down copy of the one on the Regult.
Laser: A single blast from one of the lasers does 1D6 MD, while a rapid fire pulse does 3D6 (twin blasts do double damage).
When used as a tool, the lasers can be use to cut and weld, doing 3D6 SD, 6D6 SD, 1MD, or 1D4MD.
Particle Beam Weap: A single blast 1D4 times 10 MD; A double blast does 2D4 times 10 MD.
Laser: 3,000 feet for the laser in assault mode; 30 feet in tool mode.
Particle Beam Weap: 2,000 feet.
Rate of Fire: A rapid-fire pulse counts as one melee attack, as does a twin from two weaps fired simultaneously at the same target. The total number of blasts count as one melee attack. The total number of attacks possible per melee is equal to the total number of pilots attacks per melee.
While one laser and one particle beam, or two laser, or two particle beams can be fired at the same time, all four can NOT be fired at the same time; ANY TWO is the limit.
Payload: Effectively unlimited.

2. GU-XXb Gun Pods: Built into the forearms of the ZEB are a pair of GU-XX's modified to fit the Mecha's forearms. This configuration is based on the Queadlunn-Rau's forearm pulse laser cannon.
Short Burst: 3D6.
Medium Burst: 6D6.
Full Melee Burst: 1D6 times 10.
Firing both weaps at the same time at the same target will cause double damage and counts as only ONE attack.
Range: 4,000 feet (1,200 m).
Rate of Fire:
Short Burst: Per pilot's attacks per melee.
Medium Burst: Each Medium burst counts as TWO attacks for that melee.
Full Melee Burst: Counts as the only attack for that melee; One attack for that melee only.
Firing both weaps at the same time at the same target will cause double damage and counts as only ONE attack.
Shooting the two weaps at different targets during a single attack is permitted, but the weap is line-of-sight only, and each strike must be rolled separately with no bonuses. Damage is calculated as usual.
Payload: Each arm has enough ammo for 60 short, 30 medium, or 15 full melee blasts, or any combination therefore.
Reloading: The weapon must be re-loaded manually; Though no special equipment is required to on-load the ammo, the expendable clips must be used. The Mecha does hold it's empties, and fresh rounds can be inserted into the empty clips by hand if necessary. The empty shells can be re-loaded by machines (they're far too big to re-load by hand). Proper equipment reduces the re-loading time to 20 minutes, but without it it takes 30 minutes.

3. REF Short Range Missile Launchers: The shoulders, hips, groin, and twin back mounted pillars are short range missile launchers. Due to the permanent installation of the NP-FB-10 FAST Weapon Modules, the leg missile launchers were removes, as were the missile "pillars" to make space for the NP-BP-01 or NP-BP-10 Missile Packs, and/or NP-BP-02 Beam Cannon FAST Packs.
MD and Range: Varies by type used (strictly Short Range).
Rate of Fire: Single or volleys of 2, 4, 10, 20, or all 32.
Payload: 32 total.
Shoulders- 10 (20 total).
Hips- 4 (8 total).
Groin- 4 (8 total).
4. Dual GU-13S Triple-Barreled 35MM Gun Pod: Firing 1400 rounds per minute, 400 round capacity. Ammunition is a mix of Tungsten-coated depleted Uranium Armor Piercing Spin-Stablized Discarding Sabot (APSSDS), High Explosive Armor Piercing (HEAP) and tracer rounds. This gun is the carbine version of the GU-13 gun pod found in the Alpha fighter. However, due to its shorter barrel, accuracy, penetration, and range are appreciably reduced. A single gun is mounted in each arm. Any hand held weapon will block the arm mounted GU-13s and thus preventing them from firing.
Damage: APSSDS 3D6 short burst, 5D6 medium burst, 1D6 times 10 full melee burst. HEAP 4D6 short burst, 1D4 times 10 medium burst, 2D4 times 10 full melee burst. Tracer rounds reduce damage by 25%. Standard 4D6 short burst, 1D4 times 10 medium burst, or 2D4 times 10 full melee burst.
Range: Armor Piercing Spin Stablized Discarding Sabot Rounds (APSSDS) 3500 feet (1100 m), High Explosive Armor Piercing, Standard, and Tracer 3000 ft (900m).
Rate Of Fire: Single shots or bursts equal to the combined attacks of the pilot.
Payload: 50 short bursts, 25 medium, or 12 full melee.
  • NOTES: APSSDS crits on 18, 19, 20. HEAP crits on 19, 20. Tracers add +2 to strike.

    5. Optional Hand Held Gun Pods: Any standard Gun Pod can be utilized if needed and available.

    6. FAST Packs: The missile "pillars" were removed to make space for the NP-BP-01 or NP-BP-10 Missile Packs or NP-BP-02 Beam Cannon FAST Packs. Note that the pillars can support EITHER FAST Pack, meaning the Mecha can have either two missile launchers, two beam cannons, or one of each on their shoulder; When selecting the NP-BP-02, Southpaws prefer to have theirs on the ports side, righties prefer it on the starboard side. Note that the pillars can support any of the three FAST Packs, but can only support two at a time.
    Types Available: Either the NP-BP-01 Missile or NP-BP-02 Beam Cannon FAST Packs.
  • Note: These are the ONLY dorsal FAST Packs that can be installed; Any other type "could" be installed, but they have no useful purpose.
    OTHER FAST PACKS: Any type of Arm FAST Pack can be used, but the NR-SR-E3/NR-SL-E3 Arm Sensor Units must be folded away before the forearm guns can be used or they will be damaged, and the NP-AU-T1 Trainer units serves little, if any, purpose. Some pilots like to mix-and-match, combining the NR-SR-E3/NR-SL-E3 on their weak hand, and the NP-AR-01 FAST Missile Launcher Pods on their strong arm.

    7. NP-FB-10 FAST Weapon Modules: The ZEB Upgrade program installed the NP-FB-10 from the VF-1X-Plus developed in 2025. NP-FB-10 FAST Packs contain 20 missiles that are concealed by armor plates that flip up prior to launch. The NP-FB-10 modules do contain fuel, but it is used for the vernier jets only. Note that the packs do not increase the missile load, but DO increase leg armor without sacrificing maneuverability or speed.
    Missile Types: Any type of Short Range Missile can be used.
    Damage and Range: Varies with missile type, typically 2D6 times 10MD at 2.5 miles (4 km).
    Rate Of Fire: Volleys of 1 to 20 (all) missiles.
    Payload: 20 missiles.

    8. Hand-To-Hand Combat: If necessary, the ZEB can engage in melee combat rather than use a weapon. The Z1 is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc.
  • Restrained Punch: 1D6 times 3.
  • Power Punch: 2D6 times 3.
  • Kick: 2D6 times 3.
  • Leap Kick: 4D6 times 3.
  • Body Flip/Throw: 1D6 times 3.
  • Body Block/Tackle: 1D6 times 3.
  • Stomp: 1D4 times 3 only effective against small objects).
  • Features:
    • ESM: Radar Detector. Passively detects other radars being operated.
    • Radar: Combat grade radar. Range 100 miles, can track up to 50 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
    • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
    • GPS: Standard tracking device. Ties into the Blue Force Tracker.
    • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
    • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
    • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
    • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
    • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to other friendly units in the area. Effective land navigation of 85% as updates come. Good to 500 miles. Specific range can be adjusted in 1 mile increments.
    • Video Camera: Records from the HUD. 50 hours of recording available.
    • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors.

    • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
      01-50 Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
      51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
      76-00 No effect, missile is still on target.
      Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
      Duration: 1D4 melee rounds.
      Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
    • Survival Kit: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250' apogee), 2 white parachute flares (1, 500' apogee), 100' of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.
    Compatible FAST Packs:
    Dorsal: NP-BP-01, NP-BP-02, NP-BP-10
    Arm: NP-AR-01, NP-AU-T1
      Combat Bonuses For T'sentraedi Striker Destroid Training:
    • 4 attacks per melee (plus those of the pilot).
    • Add one additional action/attack at levels five and ten.
    • +1 on initiative.
    • +2 to strike.
    • +2 to parry.
    • +4 to dodge.
    • +4 to roll with a punch or fall with an impact, reducing damage by half.
    • Critical strike same as pilot's hand-to-hand.

    References Used In This Design
  • Palladium Books: "The Return of the Masters"
  • With the "assistance" of Robotech Research.Com.
    RPG concept and design by Palladium Books "The Return of the Masters;" Modifications by Kenneth OLSON.