Roger wrote: 
> Helicopters are great, but they can't carry really big guns or serious
> ammunition loads - you can stick sixteen Hellfires on an Apache, but all
> it can then do is kill tanks. If you have an M1 Abrams with a 120mm
> smoothbore gun, you can can carry 40 rounds, and shoot HEAT or kinetic
> DU or canister or the latest iteration of CLGPs (such as the XM1111). So
> it would be really nice to have something a bit more mobile than a tank
> but still packing the tank's big gun.

I would blame that on the designed purpose of the Hellfire. If
there was a real need, and a year or two for design, you could
put a lot of different warheads onto the missile. The Hydra-70
rocket pods already come with lots of different warheads. 

The M1 carriers a bit more ammunition weight, but then it is 
slightly heavier itself :-) 

So that isn't the excuse I'm looking for.
 
> Also: the current trend in projectile lethality vs armour seems to be
> towards the former. To the point where armouring against a full-on tank
> round is becoming impracticable even on the front face. Survival starts
> to depend on not being spotted.

... so if you can't carry any useful amount of armor, don't 
try to carry any? Except that MBT cannon and high-end ATGMs
aren't the only threat out there, and it would be useful to
resist at least IFV cannon and next-gen RPGs. 

A maybe, and part of the excuse for my TL9 model. I'll need
a better one at TL10, since that one should be bigger.
 
> So you start with something like a tank turret, with derated armour, and
> build a platform to go underneath it and move it from place to place.
> Legs if designed right allow you to move suddenly in any direction,
> rather than having to slew a tracked body around until it's pointed the
> right way.

I want the gun to elevate and track rapidly for anti-air 
fire, so it gets an arm motor. Hands are an afterthought.
 
> A pair of chicken-type legs lets you shoot over cover, which the
> multilegged crawler approach can't handle; it also gives you good
> mobility over and through destroyed buildings, which tanks can't handle.

The default stance would be a kind of crouch. I wonder if
bird (joint back) or frog (joint forward) is better.

> With sufficient cleverness, you can also use this to slew and elevate
> the gun, which saves complication (you'll have quite enough of that
> keeping the legs working).

The guns go into arms, but the missiles (which have some 
off-axis capability anyway) can be aimed that way.
 
> A small height advantage lets you choose whether to shoot the fronts or
> the tops of enemy tanks, and you can bet they won't _both_ be armoured.

I don't think I'll dare to come close enough for that. If 
the enemy tank is a mile away, five or ten yards makes no 
difference.

> Adding arms gives you the option of crawling. In this mode you're slower
> than a tank, but you can hide in anything it can.

I'm not quite thinking of a humanoid, so that might not 
become necessary.

> Powerplant (applies to tanks as well as mecha): the gas turbine gives
> you lots of power, but has the basic problem of no idle throttle
> setting: if you aren't moving, you're either ready to go and consuming
> lots of fuel as if you were on the move, or consuming no fuel but
> several minutes away from power-up. So you probably want to go for a
> more conventional, or more advanced, power plant.

Fusion, because I don't want to rely on oxygen in the 
atmosphere (or even that there is an atmosphere). VE2
pegs stardrives at TL10, but Space said that early 
ones were TL9 ...

> This is mostly a weapon for dealing with conventional tanks and other
> vehicles, rather than infantry. The tank can bring the same gun to the
> fight but is more vulnerable, and slower over many terrain types; the
> attack helicopter gets there faster but doesn't have the same
> flexibility and has to go home sooner.

Or give the option to carry rockets in addition to ATGMs,
and you can engage both.
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