From: Tim McFadden, Author: Bullets & Bluegrass
RE: AirMars Teams

     I wanted to come up with some highly mobile type of air
asset for the project, geared towards Holocaust + 3 yrs threats:
armed civilian planes, helicopters, other planes which may not
have been well maintained or supplied.  These were built around
the pattern of the standard AirScout, designed to be concealable
& compatible with other MP equipment.  Function under same
maintenance, transport rules as MP AirScout.

AIRSCOUT: Air Superiority: up rated engine (150% power/speed of
standard AirScout) 1 man crew & cabin (lighter) ejection seat
fires pilot out the bottom of the plane to avoid feeding him into
the pusher prop.  WPNS: 2 MAG-58's, 500 rounds per gun (for use
on strafing, vs civie aircraft) 2 STINGER missiles (for
air-to-air vs battle choppers, jets.

MED-EVAC AIRSCOUT: unarmed, standard cabin, up rated engine (75%
speed), 2 casualty pallets located at sides- normally flies w/one
pilot, can evac up to 2 casualties. Similar to helicopters on
mash.

TANK-BUSTER AIRSCOUT: Dragon Missiles mounted on launch rail,
control mechanism in back seat, only one 5.56 mm LMG as armament.

Also- military choppers bulky are bulky, high maintenance items-
If operating on the assumption that they were coming out after 3
years, a safe assumption would have been that there would be a
lot of helicopters fundamentally intact but grounded due to lack
of spare parts and especially fuel.  Teams intended to use air
assets might better use limited space & resources to bring spare
parts or devices to fabricate AvGas (150 octane gas) from local
resources- might I suggest a fusion powered cracking plant-= feed
in old tires, break down to useable hydrocarbon products:
lubricants, gas, AvGas, etc. 

