Army Breakdown - 19 Zoids total; 13 Coilspring, 4 Powered and 2 Battery Operated
Red Zoid Army Overview - Low on fuel, a transporter carrying Blue Zoids, Androids and Zoidaryans was forced to land on Zoidstar's cold blue moon because of a raging dust storm preventing planetfall to Zoidstar. Unfortunately, the pilot misjudged the landing and crashed the transporter, killing all but one of the Zoidaryan crew members. The Zoids and Androids were forced to mutate to survive the Moon's freezing temperatures and became Red, gaining their colour from the heat they generate. The Red Zoids learnt how to operate as a unified fighting force and, led by Redhorn the Terrible, set up their own production plant on the Blue Moon to establish an army with which to return to Zoidstar and claim it as their own.
-Electromagnetic Launcher -Self-guided Missile Pod -Small Aperture Laser -cockpit is capable of independent flight
Zoid Overview - Hellrunners were the first of the Red Zoids. They are instinctively pack hunters and their combination of speed and firepower means that even a small group of them can take down larger Zoids with relative ease. However, they are fairly lightly armoured and a single shot to either of the legs will effectively disable these Zoids. Mammoth the Destroyer was responsible for the destruction of the very last of the Hellrunners after the rest of its kind were defeated by Gore. Kit Overview - Hellrunner marked the emergence of the Red Zoids, the first clear enemy of the Blues. The kit itself is fairly simple and it doesn’t have much in the way of features but it comes with two interchangeable weapons, has a swift and well-balanced walk and looks good to boot. It’s a pity there’s not been a re-release.
Zoid Overview - Terrareds are force mutated Terrazoids which now follow Redhorn. Despite their faction change they still retain their kamikaze instincts. Kit Overview - Once wound up, Terrared 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.
-Small Beam Gatling Gun -Tail Cutter -GPS Magnetic Detection Machine -cockpit is capable of independent flight
Zoid overview - Spinebacks were the first Red Zoids to utilise scanning equipment within their spines and can accurately track down and identify enemy units - even during storms and the black of night. Kit Overview - Spineback is very basic yet it utilises an unusual walking mechanism similar to that of Scorpozoid’s. The front right leg is connected solidly to the back left and the back right leg is connected to the front left, making for a surprisingly smooth walk. However, Spineback’s only other feature is that its Gatling gun can be manually turned – this tends to become loose over time to the point that it will no longer stay on securely.
Zoid Overview - Tarantulons are force mutated Spiderzoids which now follow Redhorn. Despite their faction change, they still retain their Blue Zoid tracking chips which can lead to some confusing situations when a suspected ally turns out to be the enemy! Kit Overview - Tarantulon utilises the very ingenious 8-legged walking mechanism that owners of Spiderzoid or Scorpozoid will be familiar with - once wound up it will scurry off with an uncannily spider-like gait.
-20mm Gatling Gun x4 -Laser Tail Cutter -SAM x2 -3D Radar Antennae -cockpit is capable of independent flight
Zoid Overview - Slitherzoids sport some of the strongest armouring among Zoids and are one of the few types capable of subterranean (underground) travel. Although lightly armed, their weapons are mostly all concealed and as such are useful for surprise attacks. Kit Overview - Slitherzoid’s movement is very unique – as it rolls forwards, its head, body and tail all bob up and down at different intervals. The concealed tail weapon is also a nice touch – lift the back segment up the Zoid doesn't look quite so harmless anymore.
-AA Electromagnetic Launcher x2 -Tri-barrel Shock Laser -cockpit is capable of independent flight
Zoid Overview - Deep, curious and philosophical, Zaton (along with Zunder) was the first of Krark's followers. His only weakness is the lack of rear-facing weaponry but this is where his armour is at its strongest. Zaton's curiosity was his undoing - he was one of the first to be destroyed by the Black Zoid. Kit Overview - Zaton (not to be confused with the OJR Zatton) is the first Zoid to utilise a pop-out weaponry gimmick – if you slide the back lever forwards the tri-barrel laser will emerge through the head. It shares many parts with Zunder and its basic walking mechanism is used by many of the subsequent Zoids to be released.
-AA Electromagnetic Launcher x2 -Tri-barrel Shock Laser -Machine Gun x2 -cockpit is capable of independent flight
Zoid Overview - Along with Zaton, Zunder was the first of Krark's followers. He is deep and philosophical (if a little slow) and follows the dream of a united Zoid army. Kit Overview - Zunder utilises the same pop-out weaponry gimmick as Zaton – if you slide the back lever forwards the tri-barrel laser will emerge through the front. It also shares several parts with Zaton (yet does a good job hiding this) and its basic walking mechanism is used by many of the subsequent Zoids to be released.
Last Edit: Jan 18, 2005 10:35:27 GMT -5 by Andy F²
-Electromagnetic Launcher -Missile Launcher -Machine Gun x2 -Laser Sensor x2 -Acceleration Beam Gun -cockpit is capable of independent flight
Zoid Overview - Slimes are the heaviest of the small-sized Zoids and are some of the most heavily armoured - unfortunately this also means that they are some of the least maneuverable. Though they appear relatively harmless, most of their weaponry is carefully hidden away... Kit Overview - Slime is jam-packed full of gimmicks and features. As it rolls forwards, the shell tips back and forth and the head pokes in and out in a very snail-like motion whilst the side gun moves up and down. The front and side panels can also be manually opened - the side panel houses an extra pilot and fold-out gun whilst the front panel contains a feature unique among small Zoids - a firing missile launcher.
Zoid Overview - Z-Rays are the first Red Zoids to be capable of flight and are the only dual-purpose Zoids capable of transferring straight from aquatic to aerial combat modes. Kit Overview - Z-Ray is the first Red Zoid to be capable of movement on water, yet unlike Aquazoid and Hydrazoid who both employ animal-like methods of swimming, Z-Ray is powered by a a small propeller under the tail. This moves it along at a decent speed and makes it the fastest of the aquatic Zoids - unfortunately, the motor winds down quickly and it doesn't travel very far. A nice feature is the inclusion of a rudder - you can position it so that Z-Ray swims straight ahead or in circles. In addition to the swimming movement, Z-Ray flaps its wings and has the typical undercarriage wheels which allow it to travel.
-20mm Vulcan x2 -Anti-Aircraft Missile x2 -Machinegun -cockpit is capable of independent flight
Zoid Overview - Zarks are used for interception, bombardment and reconnaissance work. By utilising Magnesser wing systems they are capable of vertical take-off and can therefore be launched from even the roughest of terrains. Kit Overview - Zark is the first small European Zoid to undergo a faction switch from its original Japanese counterpart. Once wound up, it will walk along and flap its wings. The outer wing segments can also be manually rotated into either a 'flying' or 'storage' position but they can prove to be fragile so be careful.
Zoid Overview - Scarab, along with Znake and Hellcat, was one of the final additions to Krark's united army. Kit Overview - Scarab's walking movement is very unusual - 4 of its 6 legs are attached directly to the motor and the other two are fixed to the body and do not move. The Zoid does not walk on its feet - rather, it walks on little notches to the base of the first leg joint in a way similar to Mantazoid which results in an odd, sliding gait. Along with the walking movement, Scarab's wings flap up and down and its 'nose' can be raised and lowered manually. Scarab is the first Zoid to not have full cockpit glass; instead, it has a small translucent targeting reticule.
-Gatling Gun x2 -Anti-Zoid Rocket Pod x2 -Beam Gun x2 -Missile x2 -cockpit is capable of independent flight
Zoid Overview - Znake is capable of moving swiftly and silently over most terrains (including water) and is built for sneak attacks, reconnaissance and spy work. Along with Scarab and Hellcat, Znake was one of the final additions to Krark's united army. Kit Overview - Once wound up, Znake's two undercarriage wheels will slide the Zoid forwards over any flat surface whilst it wriggles its body from side to side in a very snake-like motion. The head can also be raised up to vaguely resemble a Spitting Cobra although the Zoid cannot move very well in this position.
-Dual Connected Acceleration Beam Guns -Dual Connected High-Speed Cannons -Machine Gun x2 -cockpit is capable of independent flight
Zoid Overview - Hellcat was fitted with complex systems to avoid infra-red tracking devices and special leg mechanisms that mean he gives off no sound during movement. Along with Znake and Scarab, Hellcat was one of the final additions to Krark's united army. Kit Overview - Once wound up, Hellcat will walk forwards...and that's it. No other movement, no other features, nothing. That said, the walking speed is relatively fast when compared to others.
Last Edit: Feb 28, 2005 14:34:29 GMT -5 by Andy F²
Zoid Overview - Redhorn is the leader of the Red Zoid forces and is bristling with powerful weapons and thick armour. He was destroyed by Krark and Zoidzilla after Mammoth tricked him into a battle with them but was later repaired by Red Scavenger and returned for vengeance. Kit Overview - At last, some decent competition for the Blue Zoids. Redhorn walks along at a fair pace whilst his mouth opens and closes and the front gun on his back rotates.
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. Mammoth is the first large Zoid to undergo a faction swap from its original Japanese counterpart. For the picky collector, there are 2 slightly different versions of this Zoid. The rarer version has a dark silver set of weapons which match the rest of its silver parts, whilst the more easily found version has grey guns (similar to those on Gorgon but darker and slightly more metallic).
-Vulcan Phalanx -Flamethrower -2 Barrel Anti Area missile launcher -Twin-barrel rotary AA lasers x2 -Small-aperture lasers x4
Zoid Overview - There were originally 4 Krarks; fortunately, only one made it off the Blue Moon before the Humans destryed the production plant. The surviving Krark has a vision of a united Red and Blue Zoid army and knows that an army like this will be unstoppable - any Zoid that refuses to join his cause is destroyed. And who can say 'no' to total galactic control? He sees Redhorn and Zoidzilla as his only obstacles and knows that once they have either joined him or fallen, their armies will follow... Kit Overview - As Krark walks forwards, his wings flap whilst expanding and contracting, his tail moves from side to side, his head moves up and down and his mouth opens and closes - all this movement is run off a single axle! Sadly, the firing mechanism used on Krark's original Japanese counterpart has been omitted - the missiles are not even detachable. The 'backpack' has 2 different configurations; the missile launchers can either be fitted onto the little pegs or into the square holes. For the picky collector, there are 2 variations of this Zoid. The UK version has a black battery cover whilst the European version has a grey cover and is more red in colour.
Zoid Overview - Red Scavenger was designed to patrol recent battle areas and salvage damaged Zoids as well as to transport other units and cargo from place to place. He sports some of the thickest armour ever to be used on a Zoid but is absolutely useless in battle because of his lack of weaponry. Kit Overview - Red Scavenger is the first Zoid not to come with any weapons - it does, however, have 15 hardpoints meaning it is ideal for customisation. Once switched on, Scavenger will roll forwards whilst moving its individual shell segments and spinning its radar. The radar array is extremely fragile and will break if handled roughly, so be careful. Scavenger's towing ability is incredible - providing it is on a flat surface and has fresh batteries, it can pull even an Ultrasaurus along on its trailers!
Zoid Overview - Serpents are the fastest and most maneuverable Zoids on the surface of Zoidstar. Kit Overview - Serpent was one of only two Zoids that were not released in Japan, the other being Tank. 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: grey, green or the harder to find brown. Aside from the colours the models are identical. Once turned on, Serpent will speedily roll forwards. Its wheels are also interchangeable with those of Tank.
Zoid Overview - Since Ultrasaurus was never featured in the comic series, his role in the European story is pure speculation. Perhaps Mammoth rebuilt? Or just another Red Zoid hard-hitter? Kit Overview - Once activated, Ultrasaurus will walk forwards, swing its tail, move its neck back and forth and open and close its jaws. If the tail switch is moved to the 'on' position, the head lights will flash red. Unfortunately, Ultrasaurus's neck mechanism doesn't always work effectively and the neck sometimes won't move forwards again once the motor has pulled it up. This Zoid is unique in that it is the only one to have 3 on-board miniature aircraft; one sits on the back landing strip, one in the head and one on the belly compartment's ramp. Each vehicle seats a single Android. 5 more Androids are spread over the body; one in the tail, one in the neck, one in the back compartment and two on the side guns. Sadly, Ultrasaurus never made it into general release and only a limited number are thought to have been produced. It is rumoured that some were given away as part of a newspaper competition and only a handful are believed to have made it into the shops - this is quite possibly the rarest Zoid in existence! The prototype picture featured in the Tomy catalogue shows Ultrasaurus as having a smoke-coloured cockpit glass and a red neck but all evidence of the 'real' version indicates it was released with red glass and a black neck.
Last Edit: Jul 27, 2005 14:41:49 GMT -5 by Andy F²