Hi everyone. I've been trying to calculate the monthly costs of the
Argo using current BT rules for HBS' Battletech. I'm not interested in how much it's worth, just how much it costs to run. There have been threads on the former but not the latter afaik (please direct me if otherwise). The minimum costs should involve spare parts, fuel, and salaries. The
Argo only uses laser weaponry so there's no ammunition costs (and it never sees combat anyway). I'm writing this down here for reference purposes and to facilitate any necessary corrections.
1) Spare partsCampaign Operations rulebook (CO, p. 24 of the pdf) is consulted to find:
Monthly generic spare part consumption (by tonnage)... Space stations and JumpShips, which are lightly stressed vehicles, only use 0.01 percent of their mass in spare parts per month. The cost of the generic spare parts is ... 15,000 CB per ton for fighters and large spacecraft. This cost is multiplied by the cost multipliers listed on the Equipment Availability & Cost Table (see p. 14). Players operating more advanced equipment will generally find their spare parts to be more expensive.
The
Argo is classified as a Civilian Spheroid DropShip but behaves more like a space station, as stated in the
House Arano sourcebook (HA, p. 63 of the pdf):
The Argo is too large to land on a planet, much like the similarly-sized Behemoth... The Argo was in effect a mobile space station, providing supply and temporary habitation for teams on dangerous missions in unsettled space.
The HA sourcebook states the
Argo's tech base but not its tech rating, which I've presumed to be E level (Advanced) since this is a Star League era ship. Cost modifier for "Tech E and F Equipment for non-Clan, non-ComStar Force between 2860 and 3040" is x5.0 (CO, p. 14) as it's acquired in 3028. The
Argo has the additional problem of being left derelict for hundreds of years and in need of extensive refits and repairs, but in the HA sourcebook it somehow lacks the "Difficult to Maintain" quirk... so I've added that on (x1.25) but feel free to ignore it if you wish. Its unique grav deck design could give it the "Non-Standard Parts" quirk (x2.0), I think, but fortunately you can get the machine shop running after an upgrade, so we'll handwave that away. As the rules state, these modifiers are added sequentially to per ton costs.
Argo's weight is 97,000 tons, 15,000 per ton cost, tech rating E modifier x5.0, difficult to maintain quirk modifier x1.25. As you divide by 1,000 to get 0.1% of mass for 'Mechs etc., for the
Argo it's divide by 10,000 to get 0.01% of mass.
Calculation:97,000 ∕ 10,000 = 9.7 tons of spare parts
15,000 x 5.0 x 1.25 = 93,750 CB per ton (75,000 without the quirk)
93,750 x 9.7 =
909,375 CB in spare parts per month (727,500 without the quirk)
If you want to be brutal and add in the "Non-Standard Parts" quirk it comes to 1,818,750 CB per month. :fine_print:
2) Fuel:In the HA sourcebook (p. 65) the
Argo is rated as follows.
Fuel: 500 tons (5,000)
Tons/Burn-day: 8.83
The CO rulebook (p. 24) states
DropShips and WarShips are assumed to use 15 burn-days of fuel per month, while JumpShips and space stations are assumed to use 3 burn-days per month for station-keeping.
The
Strategic Operations (SO, p. 34) rulebook states
One burn day is equal to the number of tons of fuel used per day if traveling at 1G of acceleration. To determine the amount of fuel used during transit, multiply the burn day value by the number of days of travel and the G-rating.
The
Argo is still a DropShip when it comes to fuel consumption. While the player will know exactly, if they keep track, how many burn-days are spent traveling vs orbiting a planet or sitting on a JumpShip, in order to implement fuel costs an assumed average must be used. The
Argo can increase its thrust from 1G to 2G with upgrades, which means its fuel consumption should be tracked by the ongoing costs of its drive upgrades. The assumed average should be practically implemented across these upgrades.
The
Argo uses fusion reactors to power its drive system, so fuel costs are either incredibly expensive or free. Hydrogen costs 15,000 CB per ton (SO, p. 179) unless you can produce it yourself:
Hydrogen fuel can be produced by any unit with a fission, fusion or solar power plant at no cost if it is not undergoing repair or modification, at a rate of 10 tons per Maintenance/Repair Cycle unless local conditions (such as lack of water) eliminate this option.
As the ship has enough water to implement hydroponics as well as a swimming pool, water is obviously not a concern (and gives an indication of how luxurious it is). According to SO (p. 166):
If players are tracking time across days, weeks, months and so on, then each day provides eight hours of productive work. This is referred to as the Maintenance/Repair Cycle.
The
Argo's reactors
are undergoing repair or modification at intermittent intervals, but these fuel costs could be factored into the upgrade cost itself. So its ordinary per month fuel costs could be calculated as follows. Burn days per month is 15, 8.83 tons burned per day, 10 tons produced per M/R cycle, and an assumed 20 M/R cycles per month (four 5 day weeks, unless someone wants to tell me otherwise).
1G:8.83 x 15 x 1 = 132.45 tons burned
10 x 20 = 200 tons produced
thus,
67.55 tons fuel surplus per month
I.e. no fuel cost at 1G
1.5G:8.83 x 15 x 1.5 = 198.675
10 x 20 = 200
thus,
1.325 tons surplus per month
2G:8.83 x 15 x 2 = 264.9
10 x 20 = 200
thus,
64.9 tons deficit per month
In an average month, the
Argo would only burn more than it produces if it's traveling at 2G. Of course, the
Argo has a 500 ton fuel capacity, so it would still have 435.1 tons remaining by the end of the month.
500 / 64.9 = 7.7 months until you would need to purchase hydrogen or run out of fuel completely (since the player can't reduce speed). 500 tons of hydrogen would cost an eye-watering 7,500,000 CB, and to avoid that massive expense you'd have to break down the cost to
974,500 CB a month (64.9 tons), which is hardly cheap. In short, it makes little sense to travel at 2G unless you can afford to fill the low-G pool with C-Bills instead of water.
Turning that around, if you limp along at 1G you could feasibly sell the surplus for a cool
1,013,250 CB, or
19,875 CB at 1.5G. That would be a neat way to keep the operation afloat and help afford initial repairs to improve the
Argo. With spare parts and 2G fuel burn alone, monthly costs come to 1,883,875 CB! Now to salaries.
3) Salaries:In the HA sourcebook (p. 65) the
Argo's crew is listed as
17 officers, 67 enlisted/non-rated, 3 gunners, 66 bay personnel, 83 First Class Passengers
When we acquire the ship in the game there are certainly no passengers, nor will there be, so those can be safely disregarded. The crew thus numbers 153. Apart from them, there are Technical, Medical, and other Administrative staff to consider.
The following is drawn from the table on p. 25 of the CO rulebook, and half are treated as regulars (x1.0 modifier):
17 Officers = Vessel Crewmen with the officer modifier (x1.2)
67 enlisted/non-rated = Vessel Crewmen
3 gunners = Specialist Infantry
66 bay personnel = Vessel Crewmen with the green modifier (x0.6)
Total cost:(1,200 x 17) + (1,000 x 67) + (960 x 3) + (600 x 66) =
129,280 CB per month
Technical:The
Argo (HA, p. 65) has
Bay 1: BattleMech Cubicles (12)
Bay 2: Small Craft Cubicles (6)
In the game, of course, the latter are done away with and it has 18 'Mech cubicles, so they'll be treated as such. For a fully staffed 'Mech Bay the following is required: 1 tech plus 6 astechs (SO, p. 168) per 'Mech. Lance officers are assumed to be MechWarriors and so don't figure into salaries here. This amounts to 126 personnel total, broken down as 18 techs and 108 astechs.
Total cost:(800 x 18) + (400 x 108) =
57,600 CB per month
Medical: As per SO, p. 168:
A combat force possesses one Medical Team for each operating theater (see MASH Equipment, p. 228, TM) installed in the command’s attached Support Vehicle contingent. Each DropShip, JumpShip or Large Naval Vessel Support Vehicle also carries the equivalent of a Medical Team as part of its crew.
The
Argo has up to 3 Field Hospitals (HA, p. 65) plus one med team integrated into the crew, which, from memory, is counted as your initial med points before any upgrades. Each med team equates to 1 doctor plus 4 medics/nurses, so a full medical staff after upgrades comes to 20 personnel, broken down as 4 doctors and 16 medics/nurses. Curiously, these are folded into Admin staff in CO, despite their special role, so instead Field Manual: Mercenaries will be consulted. There, in terms of productivity, medics/nurses are considered regulars, doctors as veterans (x1.6), and surgeons as elite (x3.2) (FM:M, p. 150). This could be implemented as med point bonuses or salary costs; the latter will be done here. It could also be argued the final med bay upgrade is for a surgeon rather than a doctor. A full medical staff thus comes to 1 surgeon, 3 doctors, and 16 medics/nurses (FM:M, pp. 148). IMO, a surgeon is nothing without an anesthesiologist or at least a nurse anesthetist (i.e. an elite nurse), thus, optionally, they could be included as well. The latter is my preferred option.
Total cost:No special staff: (2400 x 4) + (640 x 16) =
19,840 CB per month
"Full" med staff: (4,800 x 1) + (2400 x 3) + (640 x 16) =
22,240 CB per month
+1 anesthetist: (4,800 x 1) + (2400 x 3) + (2048 x 1) + (640 x 15) =
23,648 CB per month :thumbsup:
or +1 anesthesiologist: (4,800 x 2) + (2400 x 3) + (640 x 16) =
27,040 CB per month
Administration:As CO describes (p. 21):
The basic administration requirements are one dedicated administrator per ten non-administrative members of the Force, rounded up. These “administrators” include not just “paper pushers” and “bean counters,” but also doctors, intelligence, communications, quartermasters, lawyers and other supporting noncombatant personnel.
Admin staff is calculated using the number of technical personnel (which includes ship crew) plus each 'Mech must also have one dedicated admin (18 total) who are all treated as regulars. Also as above, medical staff have been separated out using FM:M rules.
Admin calculation:153 + 126 + 20 = 299 personnel
299 / 10 = 29.9 rounded up to 30
30 + 18 = 48 admin staff
500 x 48 =
24,000 CB per month
Taking the above into consideration,
total salaries are:
129,280 + 57,600 + 23,648 + 24,000 =
234,528 CB per month
Conclusion:At last,
total costs can be calculated:
Crew salaries: 234,528
Fuel: 0 (1.5G assumed)
Spare parts: 909,375
=
1,143,903 CB per month, or, with 2G fuel costs,
2,118,403 CB per month :)
I'll have to think about how to implement this across the various upgrades, but it's a start. I might do the Leopard in a future post as well.
Side note:The Argo takes up two docking collars on a JumpShip which should double its travel costs compared to the Leopard to 60,000 CB. Though assumed JumpShip costs can be as high as 50,000 per jump (FM:M, p. 166), so 100,000 CB instead...
References:Campaign Operations
Strategic Operations
House Arano: The Aurigan Coalition
Field Manual: Mercenaries (revised)