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.