Breakdown - 16 Zoids total; 4 Small Coilspring, 6 Large Coilspring, 4 Powered and 2 Battery Operated
10 variants (1 for each coilspring Zoid)
Series Overview - Despite being set several thousand years earlier, Zoids 2 was intended as a sequel to the original European line and picks up where the Marvel comics left off. Krark has suceeded in uniting the Reds and Blues and the Zoids have invaded Earth - it's now up to us Humans to turn the Zoids back against each other. Trooperzoid was featured in the comics and Stegazoid and Hydrazoid were shown on some boxes; unfortunately, they never made it into production as the line was supposedly halted due to a fire that destroyed the production plant.
The coilspring-powered Zoids of the Asian release appear to be coloured slightly differently to their UK counterparts.
Interestingly, a handful of Zoids 2s (namely Sabre and Claw) were fitted with CP units and featured in the NJR anime and Battle Story as 'MK-II Newtypes'.
A final point of interest is that parts from the 2 OJR 'Custmize Sets' were planned as mail aways (hence the points inside boxes and the inclusion of Zoidzilla's mounting clips). These were: Zoidzilla Weapon Set (CP-10) Claw Weapon Set (CP-01) Sabre Weapon Set (CP-02) Iron Kong Weapon Set (Either PK Weapons or CP-11) Further details are unknown.
Zoid Overview - By emptying or filling their flotation tanks with water, Aquazoids can readily raise and lower themselves in water. Kit Overview - Aqauzoid’s flotation tanks are filled with foam which allow it to float on water. The flippers flap in and out to move the Zoid forwards slowly but steadily until the motor has fully wound down. On land it will roll forwards on wheels whilst flapping its flippers.
-Electromagnetic Launcher -Self-guided Missile Pod -Small Aperture Laser -cockpit is capable of independent flight
Zoid Overview - Hellrunners 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. Kit Overview - Hellrunner 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. Two versions of Hellrunner can be found, one with a black head and one with a silver/grey head.
Zoid Overview - Tarantulons are undoubtedly some of the fastest of the terrain-bound Zoids; their 8 legs not only provide speed but they also allow for incredible maneuverability and stability. Kit Overview - Tarantulon utilises a very ingenious 8-legged walking mechanism and once wound up it will scurry off with an uncannily spider-like gait. Despite sharing its name with the OER variant, Tarantulon uses the same style cockpit as Spizerzoid.
-Concealed Slime Guns -Sensoid Infra-red Tracker -cockpit is capable of independent flight
Zoid Overview - Slithers 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 - Slither'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.
Last Edit: Apr 26, 2006 11:53:12 GMT -5 by Andy F²
Zoid Overview - Among Zoids of a similar size, Stegos are some of the most heavily armoured. Kit Overview - Once wound up, Stego will walk swiftly forwards and swing its head from side to side. A cannon above the head will also move and the back fins pivot up and down. Stego has a very unique cockpit which actually opens downwards.
Red Horn Rhinoceros Type
Height - 7.6m Length - 11.3m Speed - 160 kph Weight - 56t Parts - 42 Caps - 10 Pilots - 2 Hardpoints - 8 (standard size) Motor - Large Coilspring
Zoid Overview - Red Horns are cheap and easy to produce, their weapons are powerful and their armour is almost impenetrable. Kit Overview - Once wound up, Red Horn will walk forwards and strafe its side cannons up and down. If the head in in a downwards position, a gear will connect with the motor and the horn will spin as well. The back panel can also be manually opened and the scout vehicle can be removed.
Raptor Dinosaur Type
Height - 10.8m Length - 13.7m Speed - 170kph Weight - 62.0t Parts - 34 Caps - 16 Pilots - 1 Hardpoints - 6 (standard size) Motor - Large Coilspring
-Infra-red Movement Sensor -Gripping Claws -Twin Cannon x2
Zoid Overview - Raptors have fairly thick armour and can also provide anti-air support for the larger Zoids but don't have much in the way of good firepower. Kit Overview - As Raptor walks along, its arms move up and down and its mouth opens and closes. The walking mechanism is actually quite complex for a Zoid of its size.
Demon Lizard Lizard Type
Height - 5.8m Length - 24.5m Speed - 130kph Weight - 48t Parts - 35 Caps - 5 Pilots - 2 Hardpoints - 0 Motor - Large Coilspring
Zoid overview - Demon Lizard is capable of combat both on land and underwater. However, unlike other amphibious Zoids, it is equally skilled at both rather than being far superior at one or the other. Kit Overview - Once wound up, Demon Lizard will walk forwards, open and close its mouth and move the cannon on its back. Its tail can also be manually positioned.
Redwing Dragon Type
Height - 6.0m Length - 17.0m Speed - Mach 3 Weight - 34t Parts - 37 Caps - 12 Pilots - 1 Hardpoints - 3 (standard size) Motor - Large Coilspring
Zoid Overview - Redwings are capable of vertical take off for speedy scrambles (ala Harrier Jets) and the nose can bend downwards to maintain a forward field of vision when landing. The tail and wing blades can cut other Zoids in half when passing them in battle. Kit Overview - Once wound up, Redwing will scurry forwards in a smooth walk whilst flapping its wings - as the wings flap they also expand and contract which is a nice touch. The tail blade can be manually raised from within the tail and the head can be positioned. 2 versions of Redwing have been found to exist, the one released in Asia has a black body and flat grey legs whilst the UK release has a grey body and silver legs.
Cruncher Bear Type
Height - 6.8m Length - 12.0m Speed - 4 legs - 190kph Speed - 2 legs - 90kph Weight - 45.6t Parts - 35 Caps - 12 Pilots - 1 Hardpoints - 2 (standard size) Motor - Large Coilspring
Zoid Overview - Crunchers operate best in mountainous and uneven regions. Their only weakness is their lack of anti-aircraft weaponry but with such thick armour this doesn't really present a problem. Kit Overview - Cruncher is the only Zoids 2 to have 2 walking positions; it can either walk on all fours or on its hind legs. The head is connected to the back legs so that it will remain horizontal when the body is raised. Along with its walking movement, Cruncher's mouth can be manually opened and closed.
Last Edit: Apr 26, 2006 11:54:54 GMT -5 by Andy F²
Zoid Overview - Sabres are extremely agile which means they excel at melee combat. Kit Overview - Once activated, Sabre will walk forwards whilst opening and closing its mouth. The same basic structure and even some parts of Sabre are shared with Claw. There can be quite a variation in Sabre's chrome colour ranging from a dull silver through to a vibrant purple - oddly, it cannot be found in the chrome blue scheme shown on the box.
Zoid Overview - Spinefins are fitted with some of the most sophisticated scanning and jamming equipment available. Kit Overview - Once activated, Spinefin will walk forwards, open and close its mouth, swing its tail from side to side and slowly wave its spines.
Zoid Overview - Claws exceed Sabres in all aspects and can even generate an E-Shield for extra defensive purposes. Kit Overview - Once activated, Claw will walk forwards and open and close its mouth. The head shields, missile silo 'arms' and tail can be manually positioned and there is also a fold-out weapon concealed on its back. The same basic structure and even some parts of Claw are shared with Sabre.
Zoid Overview - Iron Kong's armour is not only thick, it is also extremely lightweight thus allowing for maneuverability and speed that would normally be lost. The cockpit is unique and houses 2 crew members side-by-side; the pilot and the navigator, both of whom are essential for controlling the Zoid. Kit Overview - Iron Kong is covered in moving parts and unique features. As it 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.
Zoidzilla Dinosaur Type
Height - 21.0m Length - 26.0m Speed - 75 kph Weight - 230.0t Parts - 70 Caps - 43 Pilots - 1 Hardpoints - 11 (large size), 2 (Supercannon Set Mounts) Motor - 2C + 2AA (lights)
Zoid Overview - In addition to Zoidzilla's incredible strength, it has a pressurised cockpit which allows for combat and travel both underwater and in harsh conditions where other Zoids cannot survive. Kit Overview - Flip the motor switch and Zoidzilla will walk forwards fairly slowly, move its arms up and down, turn its head left to right and open and close its mouth. The light feature works separately to the main motor; the switch is located on the backpack and when activated, a bulb in the head will flash to illuminate the eyes and mouth with a green blinking glow. The tail is extremely fragile and will readily snap off if given a sharp knock, so be careful.
-Combat Vehicle Launcher -Rapid Fire Supercannons -Radar Station -Missile Lancher x2 -Aircraft Landing Platform
Zoid Overview - Ultrasaurus is equipped with powerful weaponry, incredibly thick armour and is surprisingly maneuverable but requires 8 androids to control. It can carry small Zoids and aircraft on its back and is capable of moving both through ocean and over land. 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 one pilot. 5 more pilots are spread over the body; one in the tail, one in the neck, one in the back compartment and two on the side guns.
Last Edit: Apr 12, 2005 10:17:18 GMT -5 by Andy F²