This does not include
- Weapons that was not indicated in the basic ship package/stat block.
- Turrets (heavy or light)
- Fighters (if the ship is converted into a carrier)
- Modifications (adding power plants, drives, quarters, additional etc.)
This may include (note ideally this does not exceed 10% of the ship's total value):
- Non-Combat Small-Craft (also the essential supplies also here)
- Heavy Equipment (Heavy Exo-skeletons; Robots)
- Basic Equipment (Powered Suits; Tech Bots; repiar tools)
- Software and AI
- Missiles (HE warheads only; $25k each), Sand,
- 6 months of supplies equal to the ship's Life Support.
All the equipment if I did a serious accounting of them, added up to 17M of my 288M Frontier Merchant.
Notes about Expenses?
- Does an HT8 ship (with 20% the cost) have lower expenses than an HT10 of the ship or an HT12 of the ship? To simplify Yes, but I think if you continuously use sub par replaceable parts at 1/5 the cost of what is a reasonably small overhead expense then you should incur some penalties from -1 to -3 mechanic or eletronics repair checks or checks in the basic use of these tools like piloting or operations checks.
- Upgrade Expenses (not just from TL10 to 11, but HT upgrades; I'm on the inclination to use the rugged rules for tougher parts are just double the cost + or - the merchant's price roll and ability to negotiate or find the best price), its better to organize the upgrades in sections: Power, Drives, Lifesupport, Hull, Sensors, Computers, Quarters, etc..
Updated Expenses and Profitability Spreadsheet in light of the Standard Operating Procedure I developed in my other Post.
Finally Profitability... but the margins are pretty slim. this assumes purely 80% efficiency (getting only 80% of hold and passengers filled; room for speculative trade to increase profits).