Ammendments, Erratums, comments, ideas and other such for the Macross II RPG.

By Rick R. Mortis c. 1994-1998 and beyond!

Table of Contents

Opening Rant!

This file covers the information presented in the Macross II RPG Book, the Macross II Sourcebook, and the three Deck Plans sourcebooks. It is basically a collection of errors or omissions made by the writers of the RPG, with some corrections and notes.

Unfortunately, information on the Mecha and ships of Macross II is very hard to find. Most of this file is a mixture of common sense, observation of footage, and several magazine articles on the topic (Such as an article on the history of the Variable Fighter, V-Max #I forget and a recent Animerica), as well as some info gleaned from the 1/100th Bandai VF-2SS SAP Special model.

It should be noted here that Macross II was set in 2092, and not 2089.

General note on space propulsion:

The RPG's listing of top speeds in space is utter Bunk! In space, there are no top speeds, but there are rates of acceleration. Of course, now all I have to do is figure out rough acceleration rates and internal fuel supplies (henceforth delta-v capacity) and then how to apply them into the game... Bloody oath. Why not just go play Jovian Chrinicles instead. I dunno.. I suppose this means I really should get started on those Sillouette conversions one of these days (nags self to oblivion)

RULES CHANGES AND NEW RULES

MECHA COMBAT

Weapon Links

Mecha with two of the same weapon can fire both of those weapons with only the one attack/action. Examples include the Tomahawk MkII's twin Particle Cannon arms or the Battle Pods's twin Beam Cannons. The weapons are fired as a volley of missiles- they MUST be directed at the same target and use the same to-hit roll. Seperate missile launchers can not be linked together. Devised by Richard Speyer

Missile Dodging

The RPG Book states that volleys of more than three missiles cannot be dodged. This contradicts the footage where mecha are seen to dodge large lfights of missiles. I've been trying to work out this, and have come up with several suggestions. Please send me any more you have thought up.
1) All charactes can dodge a base of three missiles. However, characters with an exceptionally high PP (Physical Prowess) Atribute can dodge more missiles. For each point of PP above 16, the character can dodge one addtional missile. For Example, Silvie Gena has a PP of 22, allowing her to dodge up to seven missiles at once.
2) All charactes can dodge a base of three missiles. Addtional missiles can be dodged based on the characters level of experience. For each level of experience above level 1, an addtional missile can be dodged. For Example, Silvie Gena is a fifth level veritech pilot, allowing her to dodge up to seven missiles at once.
3) The amount of missiles that can be dodged depends on the characters dodge roll. For reach point the defender gets above the attacker's to-hit roll, an addtional missile is dodged. The remaining missiles still need to be dealt with or they will hit the target. For example: A Battle Pod launches a vollley of nine missiles at a VF-2SS. The Pod pilot rolls a twelve (after modifiers) to hit. The VF-2SS pilot rolls a fifteen (after modifiers) to dodge. The Veritech has dodged Six of the missiles, leaving three incoming.
4) Any number of missiles can be dodged. However, for each missile over the third, there is a -1 peanalty to dodge. For example: A Battle Pod launches a vollley of nine missiles at a VF-2SS. The VF-2SS is -6 (!!) to dodge.
5) Any number of missiles can be dodged.

MECHA OF THE UN SPACY

VARIABLE FIGHTERS

General Note

The term "Valkyire" actually refers to the original VF-1 Valkyire series (VF-1 Veritech in Robotech) mecha. The proper terminoligy for these mecha is Variable Fighters, and will be used throughout this document. The term "Valkyrie" in Macross II also refers to the VF-2SS Valkyrie II variable fighter.

VF-2JA Atmospheric Fighter

This mecha's full name is a VF-2JA Icarus.
Kevin Sembedia has rather overstated the mecha’s MDC values. Remember, these mecha were primarily designed for aerial combat, not standing fights. It's MDC values should read as:

	Head Lasers (2)- 20 each		Head- 60
	Hands (2) - 30 each			Arms (2) - 60 each
	Legs/thrusters (2) - 120 each		Wings (2) - 75 each
	Missile pods (2, optional) - 75 each	BC-60 Beam Cannon (Hand held) - 60
	Re-enforced pilot compartment - 100	Main Body - 180

Flight is possible in Soldier mode; Maximum speed is approximately 270kph with a celing of 1500m. (Seen clearly in episode #2)

The VF-2JA was introduced only two years before the Marduk Invasion.

VF-2SS Space Fighter

This mecha's full name is a VF-2SS Valkyrie II.
The VF-2SS's MDC values should read as:

	Head Mounted Lasers (2) - 20 each	Head - 60
	Hands (2) - 30 each			Arms (2) - 75 each
	Legs/Thrusters (2) - 130 each		Wings (2) - 80 each
	Top Jet Thrusters (2) - 65 each		Re-enforced Pilot’s Compartment - 120
	Main Body - 180				RG-022 Gun Pod (Hand held) - 60

Dimensions Should Read as:

Soldier Mode Gerwalk Mode Fighter Mode
Height: 14m 7.1?m 4.5m
Length: 4.9?m 9.1m 13.5m
Width: 5.8?m 11.4m 11.4m
Weight: 19.1 metric tons

The Gun pod's proper name is a RG-022 Gun pod, not a 2-SS. It is not a Railgun, contrary to the RPG's stements. It does full damage when used in an atmosphere.

The VF-2SS was introduced only ten years before the Marduk Invasion, and was first used in the last Zentran attack in 2082.

VF-2SS Space Fighter w/ SAP

The SAP Armour degrades the Machine's atmospheric performance, and prevents re-entry. If the pilot wants to re-enter the atmosphere, he must jettison the armour.
It's MDC values should read as follows.

	Head Mounted Lasers (2) - 20 each	Head - 60
	Head Shield - 100			Hands (2) - 30 each
	Arms (2) - 75 each + 100 armour		Legs/Thrusters (2) - 130 ea. + 80 armour
	Wings (2) - 80 each + 40 armour		Top Jet Thrusters (2) - 65 each
	Re-enforced Pilot’s Compartment - 120	Main Body - 180 + 150 armour
	RG-022 Gun Pod (Hand held) - 60		Super Beam Cannon - 100
	Missile launching shields (3) - 120 each

The armour on any given location (eg Main Body) must be destroyed before that limb/section can be damaged. As noted, the SAP has the same head shield as the SAP special.
Jettisoning the armour will remove the Mini-missile pods, Missile shields and super beam cannon.
Dimensions Should Read as:

Soldier Mode Gerwalk Mode Fighter Mode
Height: 15.2?m 7.5?m 4.6m
Length: 6.0?m 10.0m 14.4m
Width: 5.8?m 9.2m 9.2m
Weight: 39.1? metric tons

This Mecha cannot use the RG-022 Gun pod (or any other gun pod) while in fighter form.
Each forearm pod carries five pods of 3 missiles, not three, giving the mecha 15 missiles per arm. The leg missile launchers do not contain reloads, giving the mecha 12 mini-missiles per leg (not 24), for a total of 54 mini-missiles.
The mecha does not have the forearm compartments listed, thus it can only carry one gun pod and no reloads.
Apparently the VF-2SS with SAP is the standard issue space fighter, and not the unmodified VF-2SS as stated by the RPG.

VF-2SS SAP Special Space Fighter

The VF-2SS SAP Special has the same statistics (and thus erratums) as the VF-2SS SAP, save for removing all the mini-missile pods on one leg in favour of the holster for the 2E-SS Heavy railgun,. Thus the macha can carry two gun pods, but only 42 mini-missiles.
Some information calls the VF-2SS SAP Special a "Nexx Special", indicating that it may be a one-of-a-kind. The final choice should rest with the individual GM.

Automatic Attack Bits (AAB)

The maximum amount of AABs that can be controlled by the one fighter is five, as sen in the first episode, however three seems to be the norm.
The AABs were absent from all later episodes, suggesting that they are not standard-issue to all units.

VF-1MS Metal Siren

Proper name of this mecha is a VF-X-4 Metal Siren

It's MDC values should read as follows.

	Head Shield (1, top) - 60		Head - 60
	Shoulder pulse lasers (2) - 60 each	Shoulders and missile launchers - 60 each
	Forearms (2) - 70			Hands (2) - 30 each
	Legs (2) -100 each			Hip Cannons (2) - 30 each
	Hip missile launchers (2) - 45		Leg missile ports (4 per leg) - 30 each
	Leg thrusters (3/leg) - 30 each		Wings (2) - 120 each
	Thrusters (2, rear) - 75 each		MS-50 Railguns (2) - 60 each
	Plasma Spear (1) - 100			Re-enforced Pilot’s compartment - 65
	Main body - 250

Judging from the footage, the MS-50 Beam cannons are actually Autocannons like the gun pod of the VF-2SS. Replace them with the following stats.

The Siren clearly does not have the internal space for the "10,000 rounds" of ammo for the MS-1 Autocannons. In all probability, these are energy weapons with the following statistics: (If anyone can suggest to me where the siren keeps 20,000 rounds of autocannon ammo and a feed mechanisim for these guns that includes the hip missiles, the leg joints, the hip connectors, the engies and the intakes, please tell me!)

The Siren's missiles appear to be similar in size to the missiles used by the VF-2SS SAP and several of the Dest... er Ground Mecha. From this, It would seem that they are Mini-Missiles, not Short-Range missiles as the RPG States.

Judging by data from various sources, It seems that the prototype seen in episode #3 was a non-transforming mock-up, while the one seen in episodes #5-6 was the sole prototype. I would reccomend severely curtailing avalibility of this mecha.

VF-XX Zentran Space Fighter

It's MDC values should read as follows.

	Head - 60				Hands (2) - 30 each
	Arms (2) - 110 each			Legs (2) - 150 each
	Feet/thrusters (2) - 45 each		Directional thrusters (2) - 60 each
	Side thrusters (2) - 120 each		Center, rear jet thruster (1) - 65
	Directional thrusters (12) - 2 each	Plasma cannon (1) - 40
	GU-3 Gun Pod (1, hand held) - 60	Re-enforced pilot’s compartment - 90
	Main Body - 250

Judging from the footage, the Particle Beam weapon in the GU-3 Gun pod is in fact an autocannon.

The RPG's Twin lasers appear to be directional thrusters for space use rather than actual weapons.

The VF-XX was actually an experimental fighter built in the 2060s, with "less than a dozen" built. It is extremely unlikely that any would ever be used by the players.

VC-079 Civillian Valkyrie

It's MDC values should read as follows.

	Legs/thrusters (2) - 100 each	Secondary Wing Thrusters (2) - 25 each
	Wings (2) - 60 each		Pilot’s compartment - 50
	Main Body - 100

GROUND MECHA

Tomahawk Mk II

This mecha needs a minimum of only one crew, and only has room for one passenger.

Defender-EX Mk III

This mecha needs a minimum of only one crew, and only has room for one passenger.

Phalanx Mk IV (Upgrade)

This mecha needs a minimum of only one crew, and only has room for one passenger.

AJA-1JF Assault Fighter

This fighter definitely holds only one crew (as per illustrated in the series) and cannot carry any extra passengers.
It has five Long-Range missiles per wing, not three

Zentradi Male & Female Power Armour Suits

The statistics for these two are quite inaccurate. Those who have the Robotech RPG should use the Male and Female power armour statistics provided there. Similarly, the same should be done for the combat bonuses of these mecha.

Likewise, the Officer's Pod (and armoured vehicle), Tactical Battle Pod and Fighter Pod are also apparently still in use. Their statistics can be found in the same place.

UN SPACY SPACECRAFT

A General Note about UN Spacy Ships

To get the correct Mecha compliments, replace all VF-2SS with VF-2SS SAP, and all VF-1MS and VF-XX with VF-2SS SAP Specials.

There appears to be a lack of consensus in the footage about the sizes of the UN Spacy (Human-built) warships. During episode one, the Command carrier (Hercules) was illustrated at about the size listed, and again in episode 5. However, one seen in episode 6 (Docked at the base of the UN Spacy command tower) was about ten times the listed size (As it was about the same length as a Zentradi landing ship- 3000m). The Corvette was seen as the listed size in episode 5, and ten times the listed size in episode 6. Finally, the Macross Cannons seen in the animation would be about 10 times the size listed (4880 meters- 22% larger than a Zentradi flagship and 4 times the length to the SDF-1), while it only has a four-person bridge.
Given the size of the Battleship Gloria in episode 5 (compared very well with the Metal Siren), I would suggest that ALL human-built UN Spacy warships (including the Macross Cannon) are the size listed. The size discrepancies could be put down to the poor quality of the animation in episodes 5 and 6.

I have seen class names for some of these ships, including Gloria (Presumably the battleship), Herecles (The command carrier) and Deadelus II. (Corvette or Escort?)

Macross Cannon

The writers of the Source Book (and the Deck Plans books) are under the mistaken impression that the arms are separate weapon systems. In fact, the arms are a part of the main Disintegration cannon, and can only operate as such. Destruction of one (or both) arms will reduce the range of the beam by half. Destruction of either main cannon will disable the disintegration cannon.

It's a curious note that Breaux's illustration on p38 of the sourcebook shows a Macross Cannon amongst the clouds, when it is stated that the Macross cannons are incapable of atmospheric operation. (Pedantic man strikes again!)

Macross Fortress

This ship is known as in full SDF-01 (Super Dimensional Fortress number 1) Macross.
Contrary to some statements in the RPG, the SDF-01 is little more than a rebuilt Meltrandi Army Battleship (seen very breifly in SDF Macross: Do You Remember lover?.) It is not a Marduk ship, and is thus probably not the famed "Ship of the Alus".

MDC Values should read as:

	(1) Command Tower			6000
	Sensor Array				1000
	(2) Main Body				30,000
	Lower Arms/ARMD Plaforms (2)		See ARMD Plafroms
	Upper Arms/Railgun Mounts		3,000 each
	Legs (2)				10,000 each
	(3) Main Engines (6)			8,000 each
	(3) Secondary Engines (36)		800 each
	Small Airlocks (many)			400 each
	Large Airlocks (8)			800 each
	Main Gun (2)				8,000 each
	Leg Energy Boosters (2)			5,000 each
	Railguns (4)				1,500 each
	Heavy Particle Beam Cannons (6)		500 each
	Light Particle Beam Cannon (1)		500
	Particle Beam Turrets (16)		300 each
	LR Missile Launchers (18)		200 each
	MR Missile Launchers (48)		150 each
NOTES:
  1. Destroying the bridge will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. The range and targeting capabilities of the secondary systems are equal to that of a VF-1 Veritech. The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by half. Destroying the front sensory array on top of the command tower will have the same effect, but the command staff will not be killed instantly.
  2. Depleting the MDC of the main body will completely shut down all of the ships systems. Nothing, including life support, the engines or gravity, will work.
  3. Destroying the main engines will reduce maximum thrust by 35% each. Destroying the booster rockets will leave the fortress dead in space.

Performance specs should read as: Can maintain 0.23g for 5 hours 6 minutes; capable of 1.1g for 38 minutes; and the emergency thrusters can propel the ship at 2.1g for 10.8 minutes. Sublight speed is .001 of light or about 200-300g

Weapons:

Replace the Weapons list in the RPG with:

  1. Main Cannon: The main cannon of the SDF-01. Due to the damage caused by the loss of the fold system, the main gun can only be fired in the ship's Humanoid mode. The ship requires both beams to fire the gun; the loss of one (8,000 MD) means that the cannon will not fire. Te destruction of either of the ARMD platforms or the leg energy boosters means that the beams size is halved (160,000 km by 1 km)

  2. Six, Main Particle Cannons- The SDF-1's secondary guns, used when the Main Gun is unable to fire or charging. One is located on the main body forwards of the bridge (chest in Humanoid mode), one is on the lower main hull (Lower back in humanoid mode), one on each main gun beam and one on the back of each engine block (back of the legs in humanoid mode.) Each gun has a 180 degree arc of fire.

  3. One Secondary Particle Cannon- A tripple-barreled version of the SDF-1's secondary guns, mounted on the forward main hull (lower torso in Humanoid mode)

  4. Sixteen Particle Cannon Turrets- Two are located on each shoulder, one on the top hull/chest, one on the lower hull/rear torso, 2 on each thigh, 1 on each secondary thruster/side torso, two on each main gun pod, and one on each lower leg. Each turret can rotate 360 degrees with a 180 degree arc of fire.

  5. Rail Cannons- Unchanged

  6. Long Range Missile launchers- Unchanged

  7. Medium Range missile Launchers- Unchanged

  8. Twelve Anti-Warship Missile Launchers These launchers are mounted on the sides and top of the ship in cruiser mode, and fire large, ICBM type missiles. These are similar to the launchers used on the ARMD platforms.

See also: ARMD platforms.

Macross Fortress

Performance specs are: is capable of a constant 0.1 g of acceleration, with 1 g available for 12 minutes. Secondary engines can move it at about 0.5 g for 12 minutes. No sublight drive. The ARMD is incapable of atmospheric operation (Burns up on re-entry).

Dimensions should read as:

Length: 430 meters
Width: 88.7 meters
Height: 59.5 meters

The particle cannon listed is actually a part of the SDF-1's main Particle Beam cannon. It is not a separate weapon system.

ZENTRAN WARSHIPS

A General Note about Zentran Warships

To get the correct Mecha compliments, replace all VF-2SS and VF-XX with VF-2SS SAP, and all VF-1MS with VF-2SS SAP Specials.

Performance specs should read as: Can maintain 0.23g for 5 hours 6 minutes; capable of 1.1g for 38 minutes; and the emergency thrusters can propel a Zentran vessel at 2.1g for 10.8 minutes. Sublight speed is .001 of light or about 200-300g
All ships have a number of "Torpedo Tubes". These are fixed forwards, and fire Long Range Missiles at the rate of one per tube per round. However, tube-launched missiles have a 50% longer range and higher speed than normal, and only fire forwards. Zentran ships do not have the RPG's "Forward light lasers"
Replace the RPG stats for the "Retractable Laser Turret" with ther following:

Replace the RPG stats for the "Main Laser Cannon" with ther following:

Zentran Flagship

Dimensions should read as:

Length: 4010m
Height: 600m
Width: 620m
Mass: 170,000,000 metric tons.

Weapons should read as:

Zentran Command Ship

The Main Hull has a total MDC of 200,000. If the forward third of Bow ship is destroyed while the bow ship is attached, the Main Hull remains fully functional. Destruction of the bow ship does, however, eliminate the weapons located there. Destruction of the main ship's hull causes the normal effect.
Dimensions should read as: (Bow Ship/Main Hull/Overall)

Length: 1377m/1764m/2700m
Height: 550m/740m/740m
Width: 550m/800m/800m
Mass: 18,000,000 tons/82,300,000 tons/100,300,000 tons

Weapons should read as: (Bow Ship/Main Hull/Total)

None of these ships were seen in the series, but it is a resonable asumption that the UN Spacy's Zentran fleet contains some.

Zentran Landing Ship

Dimensions should read as:

Length: 3000m
Height: 660m
Width: 680m
Mass: 150,000,000 metric tons.

This ship carries 20 torpedo tubes

Zentran Destroyer

Dimensions should read as:

Length: 2300m
Height: 410m
Width: 880m
Mass: 39,500,000 metric tons.

Weapons should read as:

Zentran Gunship/Monitor

This ship featured heavily in Macross: Do You Remember Love?. Even though none were seen in the series, it is a reasonable assumption that the UN Spacy has some in their forces (after all, there were hordes of them in the movie). See the conversion of this ship for more details on this ship.

Zentran Scout

Dimensions should read as:

Length: 500m
Height: 170m
Width: 355m
Mass: 3,800,000 metric tons.

This ship carries 10 torpedo tubes.

THE MARDUK

ZENTRAN MECHA

There seems to be a bit of misinterpretation of the Marduk mecha here by the writers of the RPG. The Marduk have not changed and improved the original mecha used by the Zentradi eighty years ago, but have mecha they designed many thousands of years ago. The same applies to the Warships.

Battle Pod

The RPG’s writers have grossly over-armoured this mecha in relevance to the amount of damage it is seen to take in the animation, even accounting for the Munchkinisim in this game. It's MDC values should read as:

	Sensor eye- 25				Forward beam cannons (2, lower) - 25 each
	Top beam cannons (2) - 30 each		Missile pods (2) - 50 each
	Rear thrusters (4) - 15 each		Re-enforced pilot compartment - 10
	Main Body - 75

And that was being generous! Note that this mecha does not have head-mounted lasers!
The missiles used by this mecha seem to be closer in size to the Mini-missiles used on several other mecha. Probably they are Mini-missiles rather than Short-range missiles.

Officer's Battle Pod

Once again, the RPG’s writers have grossly over-armoured this mecha in relevance to the amount of damage it is seen to take in the animation. It's MDC values should read as:

	Sensor eye- 25				Shoulder laser cannons (2) - 25 each
	Shoulder thrusters (4) - 50 each	Rear thrusters (2) - 15 each
	Legs (2) - 50 each			Fins (6) - 15 each
	Forward fin (1) - 25			Rear missile drum - 35
	Top missile launcher - 100		Re-enforced pilot's compartment - 25
	Main body - 100

Zentran Power Armour

Whenever a limb of this suit is destroyed, the Zentran pilot loses the appropriate limb, inflicting 2D4 x 100 HIT POINTS of damage. This is because the mecha is "worn" like a giant spacesuit. Destroying the head will kill the pilot, as will destroying the main body.

Meltran Power Armour

Whenever a limb of this suit is destroyed, the Zentran pilot loses the appropriate limb, inflicting 2D4 x 100 HIT POINTS of damage. This is because the mecha is "worn" like a giant spacesuit. Destroying the head will kill the pilot, as will destroying the main body.
Atmospheric flight speed is limited to Mach 2

MARDUK MECHA

Gilgamesh I (aka "Beak")

Atmospheric flight speed is limited to Mach 1
This mecha has only 16 missiles per arm, for a total of 32

Gilgamesh II

Atmospheric flight speed is limited to Mach 1
This mecha has only 16 missiles per arm, for a total of 32

I have also seen this mecha reffered to as a "Gilgamesh Custom". Wheather this means that the one seen in the series is the only one (ie: Customised for Feff), or a variant of the Gilgamesh I is unknown. If you chose to interprite this mecha is a Varaint of Gilgamesh I, then I would reccomed using the stats of that mecha with weapons load of Gilgamesh II

Marduk Ships

Performance specs should read as: Can maintain 0.23g for 5 hours 6 minutes; capable of 1.1g for 38 minutes; and the emergency thrusters can propel a Zentran vessel at 2.1g for 10.8 minutes. Sublight speed is .001 of light or about 200-300g
All ships have a number of "Torpedo Tubes". These are fixed forwards, and fire Long Range Missiles at the rate of one per tube per round. However, tube-launched missiles have a 50% longer range and higher speed than normal, and only fire forwards. Marduk ships do not have the RPG's "Forward light lasers"
Replace the RPG stats for the "Retractable Laser Turret" with ther following:

Replace the RPG stats for the "Main Laser Cannon" with ther following:

Marduk Flagship

Weapons should read as:

Marduk Battleship

Weapons should read as:

Marduk Dreadnaught

This ship apparently does not have a heavy particle beam cannon.

It has 20 torpedo tubes.

Marduk Destroyer

Dimensions should read as: (estimated)

Length: 3000m
Height: 750m
Width: 680m
Mass: 155,000,000 metric tons.

Weapons should read as:

Note that this ship does not posses a Heavy Particle Beam Cannon. In fact, the black line that is supposedly the split where the ship seperates to fire stops several hundred meters short of the bow.
This ship is apparently equipped with 1.8 mecha per pilot! A passable solution would be to divide all mecha numbers by 2.

Scout Cruiser

This ship is apparently equipped with 1.33 mecha per pilot! A passable solution would be to multiply all mecha numbers by 3-quaters.

OCCs

Valkyrie Pilot OCC

Pilots of this OCC are automatically issued a VF-2SS SAP or VF-2JA, depending on which branch of the service they belong to.

VF-XX Pilot OCC

Ironically, it is likely that a pilot of this OCC will never pilot a VF-XX. Most (young) pilots will use VF-2SS SAP, with only a few high-ranking officers using the VF-XX.

Zentran Soldier OCC

Standard issue equipment includes a Battle Pod.

Zentran Officer OCC

Standard issue equipment includes an Officer's Battle Pod.

Marduk Emulator OCC

Judging from theri role in the series, It is unlikely that the Emulator has Pilot Gilgamesh as an OCC skill. In fact, it is unlikely that an Emulator would ever learn to pilot one.

Marduk Interrogator OCC

Sigh. The RPG Book lists this character as being female, and a branch of the Emulator class. However, the LA Hero dub of Macross II casts a male voice in the role.
Given that both LA Hero and the RPG are unreliable sources, it is difficult to make a decision on the gender of this OCC.
Examining the footage suggests a male character. Likewise, opinions gathered (approx 75%) seem to suggest that this character is male.

Contributors:

Daniel George who made the AntiKevs what they are today.... (Grins)

Dr Sinn for putting up with the AntiKevs on his page for so many years. (And all the hate-mail that came with them.)

Richard Speyer, for getting the AntiKevs started and providing a handy field test.

Max Fauth for getting the vidoes and some opinons.

And to all of you who wrote in with your individual nuggets of joy, like counting the AABs or pointing out little things that I missed.

You are all stoats.