Transport reimbursement is intended for forces lacking DropShips and/or JumpShips. Forces with JumpShips factor their costs into the force's full peacetime operating costs, which in turn factor into the Support Payment.
Hiring out your JumpShip is described under the Transport payment example on pg10-11 of the .pdf.
Ok, that's what I thought. :) And now for an example. WARNING: LONG POST.
"Full sails ahead, oceans painted red when the soldiers of fortune hunt for pirates!" Not realising that she's singing aloud, Becky settles on a Hunting Pirates... err... Pirate Hunting contract for her Southern Cross Brigade. It's time to figure out her transport costs, since she has no starships.The mission time breakdown is this.
Transport: 3 months round-trip (4 weeks of DropShip burn, plus 4.4 weeks to do 6 jumps: the first jump each way would already be charged up. ru(8.4/4)=3. If this is not the case, then it'd be 10.4 weeks, which is still 3 months.)
Mission: 6 months (defined.)
A 12-'Mech company is best carried by a 2802 Union Dropship; though "uncommon," it is one of the more common Dropships. Since MUL has no DropShip price listing, I'll use the one Megamek supplies: 222 502 000.
x.005 = 222502 x 5 =
1 112 510 per month.
The SCB will use 32.4 tons of resource just on POC, leaving 51.6 tons of the Union's cargo capacity for extra armour, ammo, and loot. This is kinda low, and Becky considers adding a cheap Buccaneer for cargo; but then she reasons that the Marik liaison won't spring for "excess" cargo capacity, so she leaves that alone.The JumpShip is, ideally, a Scout. They're not
as common as Merchants or Invaders, but wasting jump collars makes the baby Nicky K cry. At 100k per jump, that's 600k; 6 months idle at 400k per month per collar = 2.4m, for a total of 3 million.
Becky tallies up the transport cost before compensation:
1 112 510 x 9 = 10 012 590
+3m=
13 012 590 cbills.
Finally, she estimates 53.88%* for transport compensation, because she wants to figure out long term averages of leasing vs. owning starships. Thus, her average transport cost will be
6 000 250 cbills, with a decent chance of being nil!
*Actually 53.88 repeating. I multiplied each result by the chance of getting it, and added up those results. 13012590 x 46.11...% = 6000249.8 333...
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Now Becky considers what would happen if she owned the ships. The first problem she runs into is that a Union needs 72.65 tons of supplies by itself, not considering fuel mass, over a 9-month campaign - and that's more ammo than maintenance! Fortunately, three of those months are on the JumpShip, but the DS and 'Mechs still need 70 tons for 6 months, leaving 4 tons for spare ammo, armour, parts, etc. The only way around it is to make a supply run back to the JumpShip, with more cost and/or an extra risk of interference... or to get a second DropShip.Union: 3600 tons.
Roll to acquire:
11! (22/5 = 5 base, +5 Dropship, +1 Military.) Virtually the same as a Seeker, actually.
POC: 54k (parts) + 382500 (ammo!) + 414k (fuel) + 14600 (salaries) + 500 (another admin, since personnel goes up to 110) =
865 600, less if we crack water.
Scout JS: 90k tons.
Roll to acquire: 7 (277/100 = 3 base, +1 Military, +3 Rare.)
POC: 135k (parts) + 439650 (fuel, yay 9.77t/bd!) + 13350 (salaries) + 1000 (2 more admins for 17 crew) =
589 000. That's actually kinda cheap.
Total:
1 454 600 per month:
13 091 400 for this campaign. At least with this pair of ships, the difference is pretty moot.
Becky notices that, if the compensations are equal, there's not much difference between owning and leasing, though she wishes the Union
weren't such an ammo hog.
However, then she estimates the long-term value of support as she did transport, and it's eye-opening: 38.88%* repeating! Thus she would expect to drop 8 003 000 out of pocket.*Support is odd. At no modifier, you have a better chance of a big return (15 vs. 10 rolls,) but a better chance of no direct support (16 rolls, 15 of which are BLC.) That's why support is "worth" a flat 15% less than transport.
More curiously, your best average return on direct support is at -1: 41.66% (or 5/12 of cost.) A -2 modifier gives you the best chance of getting support, at 24/36 (2/3 of the possible rolls,) at a still-solid 40% average return. That is, of course, if you want straight support instead of BLC.
I'll post more thoughts later. In short, get ships and make your own hydrogen if possible.