Army Breakdown - 24 Zoids total; 16 Coilspring, 3 Powered, 4 Battery Operated and 1 Unreleased
Blue Zoid Army Overview - The Blue Zoids were originally created by the Zoidaryan race as war machines for galactic conquest. However, when an overload at one of the Zoidar power outlets irradiated the planet and killed all of the Zoidaryans, the Zoids became self-sufficient and claimed the planet as their own...
Zoid Overview - Tyrannazoids were one of the first Zoid types to be developed by the Zoidaryans and formed an integral part of their armies. Kit Overview - A very simple yet effective design. Once wound up, Tyrannazoid will walk forwards and wave his arms up and down in a fashion that both Trooperzoid and Zillon owners will recognise.
Zoid Overview - During the production of the Androids it is inevitable that a defective unit will occur every so often. Instead of having these faulty Androids destroyed, they are put at the controls of Terrazoids - kamikaze Zoids of the blue Zoid forces. After the emergence of the Red Zoids, many of these were force-mutated to follow Redhorn and became Terrareds. Kit Overview - Terrazoid is the first Zoid to utilise wheeled movement. It also has a very unique motor; the only other Zoid to use it is Cosmozoid (unless you count Terrared or the Robostrux versions). Once wound up, Terrazoid will roll forwards whilst rotating blips on the motor push the wings up and down. The feet also move in a ‘walking’ movement, these are attached to the wheels via pegs.
Zoid Overview - Protozoids utilise basic scanning and 3D Radar technology within their ‘ears’ which are used for unit and missile tracking. Kit Overview - The walking mechanism used for Protozoid was (thankfully) only used for two other Zoids, Brontozoid and Stegazoid. It wobbles and slides its way forwards (and sometimes backwards) in a very ungainly motion whilst the ‘ears’ (fitted through slots in the front legs) wiggle back and forth as the legs move. The kit also bears many similarities with these other 2 Zoids; their body and leg structures are identical. For the picky collector, there are 2 very slightly different versions of this Zoid; one has an extra interlocking node on the end of the black ‘C’ shaped body clip and one does not.
Zoid Overview - Spiderzoids are undoubtedly the fastest of all the early terrain-bound Zoids; their 8 legs not only provide speed but they also allow for incredible maneuverability and stability. After the emergence of the Red Zoids, most of these were force-mutated to follow Redhorn and became Tarantulons. Kit Overview - Spiderzoid utilises the very ingenious 8-legged walking mechanism that owners of Scorpozoid will be familiar with - once wound up it will scurry off with an uncannily spider-like gait.
Zoid Overview - Aquazoids were the first amphibious Zoid in Zoidstar’s history. By emptying or filling the flotation tanks with water they can readily raise and lower themselves in water. Kit Overview - Aqauzoid’s flotation tanks are filled with foam - similar to Z-Ray’s - yet its method of swimming is completely different. The flippers flap in and out, moving the Zoid forwards slowly but steadily until the motor has fully wound down. On land it will roll forwards on wheels (again similar to Z-Ray) whilst flapping its flippers.
Zoid Overview - Stegazoids are fairly heavily armoured when compared with the other early Zoids. One of their more useful features is that they can remotely control and guide any other Zoid’s missiles. Kit Overview - The walking mechanism used for Stegazoid was (thankfully) only used for two other Zoids, Brontozoid and Protozoid. It wobbles and slides its way forwards (and sometimes backwards) in a very ungainly motion. The kit also bears many similarities with these other 2 Zoids; their body and leg structures are identical.
Zoid Overview - Brontozoids are logistics Zoids which also handle transport and replenishment duties. They are slow and lightly armed and can often be found picking off easy targets in Zoidstar's vast wastelands. Kit Overview - The walking mechanism used for Brontozoid was (thankfully) only used for two other Zoids, Stegazoid and Protozoid. It wobbles and slides its way forwards (and sometimes backwards) in a very ungainly motion. The kit also bears many similarities with these other 2 Zoids; their body and leg structures are identical.
Zoid Overview - Cosmozoids were the surveillance units of the Zoidaryan army - they would fly to distant planets and relay information on whether it was considered worthy of invasion. However, after the emergence of the Red Zoids, Cosmozoids became obsolete and were seen as nothing more than scrap metal to be stored away. Krark managed to free the few surviving Cosmozoids and they gratefully joined his army. Kit Overview - Cosmozoid has a very unique motor; the only other Zoid to use it is Terrazoid (unless you count any other recoloured version of that Zoid). Once wound up, it will roll forwards whilst rotating blips on the motor push the wings up and down. Cosmozoid is basically an armoured-up Terrazoid; the body and wings are identical.
-Dual 30mm AA gun -20mm machine gun -Hyper Sabres x2
Zoid Overview - Mantazoids are the scavengers of Zoidstar; they patrol the wastelands of the planet searching for salvageable parts. Kit Overview - On first glance, you could be forgiven for thinking Mantazoid walks on its feet like other 4-legged Zoids. It doesn’t. Rather, it walks on the 4 grey ‘stilts’ below the motor which the legs are attached to and can manage a fair pace. The upper body can be tilted forwards and back manually and the arms can be positioned.
Zoid Overview - Hydrazoids serve as the eyes of the Blue Zoids by observing the movements of the Red Zoid forces from the safety of the oceans. By utilising the enormous ballast tanks and fins, Hydrazoids are fully capable of underwater travel whilst land areas can also be transversed by use of the wheels underneath. Kit Overview - Like Aquazoid, Hydrazoid’s flotation tanks are filled with foam, thus allowing it to float on the surface of water. The actual swimming is done by the two front fins which move back and forth (the back fins, neck and tail are un-motorised but can be manually positioned). It moves forwards in water very slowly and is the slowest of the 4 aquatic Zoids. On land, the wheels underneath move it along at a fair speed whilst the front fins move backwards and forwards. The mechanism within the body that moves the flippers only consists of a few pieces but is incredibly small and fiddly and will continually fall out of place during building.
Zoid Overview - The initial success of the long-outdated Tyrannazoid units was taken into account when designing a replacement for them, thus Trooperzoids became some of the most highly customisable and versatile units of the Blue Zoid infantry. They are also capable of delivering a powerful kick which can cause severe damage to other smaller units and topple enemy structures. Kit Overview - Trooperzoid is structured around a body identical to its predecessor Tyrannazoid and thus features the same walking/arm waving motion. As with Scorpozoid, Trooperzoid comes with a set of interchangeable weapons and an extra cockpit. There are several differences between the original release and the new release version. One is that the motor is of a different design and has 'dishes' (ala Tyrannazoid) rather than metal nodes - this also means that the leg holes are a different shape to accommodate them. For the picky collector, there are two slightly different versions of this Zoid; one version has a lighter shade of blue on the arms and legs, has a different arrangement of grooves on the leg pins which connect to the feet and has crisper detail on the front of the legs. Interestingly, the re-release version of this Zoid has been modified to prevent the radar dish from fitting into the hole on the large cannon.
Zoid Overview - Because of their simplicity and high customisability, Scorpozoids are heavily mass-produced and form a staple part in the Blue Zoid forces. Kit Overview - Scorpozoid utilises many parts of the Spiderzoid and as such shares the same ingenious 8-legged walking mechanism. As with Trooperzoid, Scorpozoid also comes with a set of interchangeable weapons and a second cockpit. The tail and claw arms can be manually positioned.
Kroc Crocodile Type
Height - 4.4m Length - 14.5m Speed - 150 kph Weight - 24.3t Parts - 35 Caps - 7 Pilots - 1 Hardpoints - 6 (standard size), 2 (on weapons)
-Beam Gun x2 -Guided Missile x4 -Crusher Fangs
Zoid Overview - Krocs are adapted for use in marshes and shallow aquatic regions in which no other Blue Zoids can function although they can move outside of these areas providing the land is relatively flat. Kit Overview - Kroc is the first small European Zoid to be moulded in a colour scheme different from that of its original Japanese counterpart. In addition to the Zoid's walking movement, its head and tail move from side to side - unfortunately, it cannot swim like the other aquatic-type Zoids. Its jaws can also be manually opened. Kroc is very fragile and is prone to falling apart during movement.
-Dual AA Gun -4-barrelled Grenade launcher -Small Aperture Electromagnetic launcher x2 -Machinegun x2 -Small Aperture Acceleration Beam Gun x2 -cockpit is capable of independent flight
Zoid Overview - Zillons were developed as replacements for the outdated Trooperzoids and as such resemble Trooperzoids in shape yet exceed their capabilities in speed, maneuverability, armour and weaponry. By utilising a booster system and adapting the Trooperzoid's leg structure, Zillon can not only kick; it can perform jumps and other physical attacks. Kit Overview - Despite re-using many parts from Trooperzoid, Zillon still manages to look somewhat different to its counterpart. Once wound up, it will walk off at a surprisingly fast and steady pace whilst moving its arms up and down in the same way as both Trooperzoid and Tyrannazoid. The booster unit on its back can also be manually raised and lowered.
-Guided AA Missile x4 -Dual Beam Gun -Vulcan Gun Pack -Machine gun x2 -cockpit is capable of independent flight
Zoid Overview - Zores are scaled-down versions of Gore the Lord Protector and their small size allows for intensive mass-production. Kit Overview - Once wound up, Zore will walk forwards in a strange and un-ape-like waddle. Its chest panel can also be manually opened.
Zoid Overview - Kannons were developed for long-range shelling and transport duties. Though not very maneuverable, their top speed of 100 kph is far from slow and their anti-aircraft potential often proves invaluable. Kit Overview - Once wound up, Kannon will walk along and slide its head in and out of its shell. The large cannon can be manually raised up and down and the rear storage compartment can be opened to hold 2 pilots or a few spare parts.
Last Edit: Feb 28, 2005 15:12:38 GMT -5 by Andy F²
Blue Zoids - Powered and Battery Operated Zoids Numbers 1 to 8: The Giant ZRK, Mighty Zoidzilla, Great Gorgon, Gore the Lord Protector, Zabre, Tank and Mammoth
The Giant ZRK Diplodocus Type
Height - 16.2m Length - 33.0m Speed - 80 kph Weight - 132.5t Parts - 51 Caps- 50 Pilots - 3 Hardpoints - 15 (large size) Motor - 2C Battery
-Panopa 20mm AA Beam Gun x4 -Makusa 30mm AA Beam Gun x4
Zoid Overview - Giant ZRKs were the first large-scale Zoids to go into production and their body frame design would go on to be used in other subsequent large-scale Zoids. During the Zoidaryan conquests, ZRKs were used to spearhead task forces of smaller sized Zoids. Kit Overview - Giant ZRK is a steady but slow walker. Very slow. The back legs also tend to go up a little too far and get stuck if the tail or leg caps become a bit loose – this fault follows through to a lesser extent in Mammoth the Destroyer and Great Gorgon who both share the same leg mechanism. The tail is also very thin and tends to break off at the part where it joins the body, so be careful. In addition to the walking movement, ZRK’s neck moves up and down and left to right in an ingenious movement which keeps the head level at all times. For the picky collector, there are two slightly different versions of Giant ZRK; the updated version has two nodes under each foot (meaning that the foot bases from Mammoth and Gorgon can fit on) whereas the first version has none.
-Panopa 20mm AA Beam Gun x4 -Makusa 30mm AA Beam Gun x4 -76mm Running Fire Gun x4
Zoid Overview - Zoidzilla was the single largest and most powerful Zoid on Zoidstar until the emergence of the Red Zoids and his arch enemy, Redhorn the Terrible. He united the Blue Zoids under his rule after realising that the Reds were more than capable of taking control of Zoidstar and his eyes glow with hatred if any mutants are nearby. Kit Overview - Flip the motor switch and Zoidzilla will walk forwards fairly slowly, move his arms up and down, turn his head left to right and open and close his mouth. The light feature works separately to the main motor; the switch is located on his backpack and when activated, a bulb in his head will flash to illuminate the eyes and mouth with a red blinking glow. Zoidzilla is the first Zoid in the European line to incorporate a light-up gimmick. The tail of this Zoid is its weakest point and will readily snap off if given a sharp knock, so be careful.
-105mm High-Speed Cannon x2 -Panopa 20mm AA Beam Gun x2 -Makusa 30mm Beam Gun Emplacement -20mm Beam Launcher -Makusa 50mm Gun x2 -MAD Magnetic Detection Machine -All-weather 3D Radar
Zoid Overview - Great Gorgon was intended as the next Blue Zoid heavy hitter but was stolen from the Blue Zoid factory by the band of stranded Humans. He is incredibly heavily armed and armoured and is even capable of underwater travel. Kit Overview - Great Gorgon is a steady but slow walker. Very slow. His back legs also tend to go up a little too far and get stuck if the tail or leg caps become a bit loose – this fault relates back to Giant ZRK and also to a lesser extent in Mammoth the Destroyer who both share the same leg mechanism. In addition to the walking movement, his neck moves side to side, his mouth opens and closes and his back cannons alternate moving up and down.
-2-Shot combination Beam/Warhead Launcher -Long-Range Anti-Area Missile x2 -10-Shot Missile Pod -Auxiliary Energy Tank -Large Laser Searchlight
Zoid Overview - Gore is Zoidzilla's second in command and is one of the most powerful Blue Zoids. His cockpit is unique and houses 2 Androids side-by-side; the pilot and the navigator, both of whom are essential for controlling the Zoid. Kit Overview - Gore is covered in moving parts and unique features. As he walks forwards, the head turns from side to side, the back missiles spin, the lights flash (providing the extra batteries are fitted) and the motor makes a mechanical growl at set intervals. Oddly, Gore's missile launcher is different to the one used on his original Japanese counterpart. The firing mechanism has been omitted but as a result the gun looks much sleeker, has two barrels instead of one and contains an open cockpit. For the picky collector, there are two versions of this Zoid. Compared with the UK Gore, the European Gore has several moulding modifications, brighter silver pieces, gold battery connections in the motor, metallic black outer armour and different style rubber caps.
Zoid Overview - Zabre is far more agile than any of the previous large Blue Zoids which means that he excels at melee combat and can also silently transverse mountainous areas with ease - he does so with such effectiveness that he has been dubbed 'the Mountain Lord.' Kit Overview - Once activated, Zabre will walk forwards whilst opening and closing his mouth. Zabre's basic structure and even some of his parts are shared with his renegade rival, Shield Tiger.
Zoid Overview - Tanks are some of the most heavily armoured Zoids on the surface of Zoidstar. Their 'wings' collect additional solar energy to help counter the drain made by the immensely power-hungry weaponry. Kit Overview - Tank is the only Zoid to be fitted with working suspension and was one of two Zoids that were not released in Japan, the other being Serpent. Serpent and Tank are the only two Zoids ever released that do not come with any rubber caps. The Zoid can come with one of three different coloured sets of wheels: brown (made in Japan), black (made in Singapore) or the rumoured blue. Aside from the colours the models are identical. Unfortunately, the tyres tend to degenerate over time and it is hard to find a Tank Zoid in truly mint condition. Once turned on, Tank will speedily roll forwards. Its wheels are also interchangeable with those of Serpent.
Zoid Overview - Mammoth is cunning and treacherous - he betrayed the Blue Zoid forces by joining Redhorn, only to trick Redhorn into a battle he could not win against Krark and Zoidzilla. After claiming the Red Zoid army, he set about destroying any Reds who dared to question his authority or did not meet his expectations. However, after many months of Mammoth leading the Reds and reducing the army to only a handful of Zoids, Redhorn was repaired and returned to settle a score and reclaim his army... Kit Overview - Mammoth is a steady but slow walker. Very slow. His back legs also tend to go up a little too far and get stuck if the tail or leg caps become a bit loose – this fault relates back to Giant ZRK and also continues to a lesser extent in Great Gorgon who both share the same leg mechanism. In addition to the walking movement, Mammoth's trunk moves up and down in an ingenious movement which keeps the gun level at all times whilst his ears (which are partially connected to the legs) flap back and forth. The Blue version of Mammoth was only available in certain parts of mainland Europe and is identical to the Japanese release with the exception of having silver pilots and Red Zoid insignia.
Zoid Overview - Deathsaurus is the single largest and most powerful Zoid in the entire Blue Zoid army. Its armour can withstand almost anything - the only weak spot of this Zoid is the charged particle intake fan on its back but this is so heavily guarded that it is near impossible to damage. Deathsaurus's main weapon is its devastating Charged Particle Beam which can disintegrate anything upon contact but this requires charging before it is fired because of the huge amount of energy it drains. Kit Overview - Once activated, Deathsaurus walks forwards, its arms move up and down, its jaws open and close, its tail swings from side to side, the fan on its back spins and its eyes flash red. Deathsaurus was featured in an televised Zoids advert during the 80s but sadly never made it into production.
Last Edit: Jul 27, 2005 14:43:30 GMT -5 by Andy F²