Galaxy & Power Systems // Fleet Carriers

Fleet Carrier Operations Guide

Series Systems Updated 2026-06-25
Briefing

A station you own that can teleport — for a bill that arrives every week

A Fleet Carrier is the biggest, most expensive asset in the game: a 25,000-tonne capital station you command but never pilot, with a 500-light-year jump drive and 16 landing pads for your whole fleet. It is indestructible and persistent, and it brings station services — refuel, repair, rearm, bounty redemption, a commodity market — to wherever the work is. The catch is upkeep: a bill is deducted every Thursday whether you log in or not. The real entry cost isn't the 5 B hull, it's having enough banked that the weekly never bites. Get the bank right and the carrier pays for itself; buy in broke and it bleeds you out.

5 B
Hull cost (CR)
500 ly
Range per jump
25,000 t
Cargo hold
16
Landing pads
~7 B
Bank this first
01

What a Fleet Carrier Actually Is

A Fleet Carrier is the largest and most expensive thing a commander can own — a capital-class mobile space station that you don't pilot directly. You issue it orders, and it carries your entire fleet, your cargo, and a suite of station services anywhere in the galaxy.

Manufactured by the Brewer Corporation, the Drake-Class Carrier was added in the 2020 Fleet Carriers Update, with walkable interiors (the Concourse) arriving in Odyssey Update 11. Mechanically, it behaves nothing like a normal ship — there is no cockpit you sit in to fly it. Instead, after purchase a Carrier Management menu appears in your ship's right-hand HUD panel, and from there you run the whole operation: scheduling jumps, installing services, setting market orders, and managing the bank.

The mental model

Think of it as a station you own that can teleport. It has 16 landing pads (8 large, 4 medium, 4 small), so any ship in your fleet can dock at it. It can store your other ships and modules, refuel and repair you, rearm you, buy and sell commodities, and — depending on what you install — cash in bounties, sell exploration data, register exobiology, and more. Then, when you want to be somewhere else, you tell it to jump up to 500 light-years and it brings everything with it.

Key Concept — Executive Control

You command the carrier; you never fly it. Jumps are plotted one at a time through the Galaxy Map (arrives at a random body) or System Map (pick a specific body, if the system is charted). It can reach anywhere in the galaxy except permit-locked systems.

It is persistent and indestructible

Your carrier exists in the game world whether you are online or offline, and across Open, Solo, and Private Group play. Like a station, it cannot be destroyed and has 20 defence turrets that protect it and nearby friendly ships. It carries a permanent alphanumeric identifier (e.g. "L07-P4H") that stays with it even if you rename it — so other players can always identify a specific carrier.

02

Vital Statistics

Manufacturer
Brewer Corp.
Type
Capital Ship
Hull Cost
5 B CR
Dimensions
~3200 m long
Landing Pads
16 (8L/4M/4S)
Max Jump
500 ly
Cargo Capacity
25,000 t
Fuel (Tritium)
1,000 t
Crew
11 officers
Defence
20 turrets
Base Upkeep
5 M CR/wk
Limit
1 per CMDR

Carriers also carry a notional cargo hold whose used space — including the footprint of installed services — is what determines how much tritium each jump burns. More on that in Section 07.

03

Why It Matters — The Strategic Value

For a multi-role commander, the carrier isn't a single-purpose tool — it's the keystone that makes a multi-role fleet actually coherent. Here is what it changes:

Mobility

Your whole fleet travels together

Otherwise your ships sit scattered across stored hangars and transfer at cost and on a timer. A carrier is a single garage for the entire fleet that you can relocate. Park it at a combat hotspot and every hull you own — fighter, hauler, miner — is right there.

On-site services

You bring the station to the gameplay

No more 200-second supercruise back to a station to rearm, repair, or cash in. Fit the right services and your refuel/repair/rearm/redemption desk is parked next to the Resource Extraction Site, conflict zone, or mining ring you're working.

Storage

A 25,000 t mobile warehouse

Stockpile ore, trade goods, or colonisation commodities and move them in bulk. Buy/sell orders let you run arbitrage and let other players feed your hold for a finder's fee.

Logistics

Engineering & logistics freedom

Store engineered modules, swap loadouts on the fly, and stage long expeditions. Your pinned blueprints are viewable onboard, and the carrier becomes a forward operating base far from the bubble.

Respawn synergy

A carrier is a valid rebuy-capable port. If a ship is destroyed near it, you respawn at the carrier rather than being flung to a distant station — directly relevant to running combat ops.

04

Who It's For — And Whether You're Ready

A carrier rewards players who are active and have a destination problem — people who repeatedly want their fleet and a station somewhere specific. Combat at specific RES/CZ sites, Robigo passenger loops, trade runs, and mining all benefit from a relocatable base.

It is a poor fit for someone who plays rarely, because the upkeep is billed every week whether you log in or not. The honest gate is financial, not skill-based:

The readiness test

Don't buy with exactly 5 billion. The community standard is to have roughly 7 billion CR banked first: 5 B for the hull, ~1–2 B for services and an initial tritium stock, and a buffer for rebuys and the first several weeks of upkeep. Buying yourself broke is the classic new-owner mistake.

For an active commander running combat, passengers, trade, and mining, a carrier is a strong investment once the bank is ready. Treat it as an accelerant for a long-term goal, not a shortcut — it relocates your fleet and services, but grants no rank and unlocks no rank-locked ships on its own.

05

The Cost Reality — Purchase, Upkeep, Debt

Up-front cost

The hull is a flat 5,000,000,000 CR. Services are bought separately and on top (see the table in Services). Kickstarter backers get their historic discount applied automatically.

Weekly upkeep

This is the part that scares people, and it's worth understanding precisely. Upkeep is deducted from the Fleet Carrier Bank (FCB) every Thursday at 07:00 UTC during server downtime. It is made of three parts:

A bare carrier costs 5 M/week. A fully kitted-out carrier with every service active can climb to roughly 25–30 M/week. A sensible combat-focused build (more below) typically lands in the 9–13 M/week range.

Income from tariffs

You can set tariffs (0–100%) on your services and a margin on commodity orders. When other commanders use your carrier they pay the markup, and the profit flows to the FCB. Parked in a high-traffic system, a carrier can substantially or fully self-fund its upkeep from visitor traffic.

Debt & the decommission cliff

Hard limit — do not ignore

If you miss payments and the carrier's debt exceeds 250 M CR (about 10 weeks unpaid with everything installed), you get a one-week grace period, then the carrier is automatically decommissioned and scrapped. While in debt it auto-suspends all optional services to slow the bleed. Keep a comfortable FCB balance and this never happens.

The good news: decommissioning is not a total loss. Voluntary decommissioning (which you can do any time, in any system) refunds the full hull cost and the value of installed services, minus a fixed fee of around 125 M CR (some guides cite 150 M). Your stored ships and modules are transferred out for free. Caveat: sell off service stock and uninstall services manually first, and remove all commodities and tritium — those are not reliably refunded.

06

Services — The Complete Cost Table

The three core services (free, always on)

Every new carrier ships with these, paid for inside the 5 M base upkeep:

Optional services

Installed only while the carrier is in a system with the Carrier Administration service. Every service occupies cargo capacity — which means more services = more tritium burned per jump, even when suspended. Choose deliberately.

ServiceInstallUpkeep (active)SuspendedCargoBest for
Refuel Station40 M1.5 M750 k500 tcombat · mining
Repair Crews50 M1.5 M750 k180 tcombat
Armoury (rearm + limpets)95 M1.5 M750 k250 tcombat · mining
Redemption Office150 M1.85 M850 k100 tcombat
Shipyard250 M6.5 M1.8 M3,000 tstorage / resale
Outfitting250 M5 M1.5 M1,750 tmodule swaps
Universal Cartographics150 M1.85 M700 k120 texploration
Vista Genomics150 M1.5 M700 k120 texobiology
Pioneer Supplies250 M5 M1.5 M200 ton-foot kit
Concourse Bar200 M1.75 M1.25 M250 tmicro-mats
Secure Warehouse165 M2 M1.25 M250 tstolen goods

Refuel / Repair / Armoury are grouped in-game under "Advanced Maintenance." Redemption Office, Secure Warehouse and Universal Cartographics take a 25% service fee on transactions (split between the service officer and your bank). Shipyard and Outfitting let visitors store their own ships/modules — but note you can always store your own ships and modules even without those services installed.

The expensive two

Shipyard (6.5 M/wk, 3,000 t) and Outfitting (5 M/wk, 1,750 t) are by far the heaviest in both credits and cargo footprint — they roughly double your jump fuel cost on their own. Only install them if you genuinely need to buy/sell ships/modules in the field or want to offer them to visitors. For pure storage, you don't need either.

07

Tritium & Jumping — The Fuel Loop

Carriers run on Tritium, stored in the 1,000 t Tritium Depot. You feed it two ways:

Critical mechanic — manual transfer only

Tritium can only be moved into the Depot from a docked ship. The carrier cannot refuel itself. You (or a friend) must dock with tritium in the cargo hold and transfer it. Never strand the carrier somewhere it can't buy fuel with an empty depot.

How much fuel per jump?

Consumption scales with jump distance and the carrier's current loaded mass (cargo + the footprint of installed services). As a reference point:

Empty, max jump
~68 t for a full 500 ly
In-system body hop
5 t flat rate
Depot capacity
1,000 t ≈ 14+ empty jumps
Per-jump fee
100 k CR maintenance

A loaded carrier with heavy services burns considerably more — another reason to keep your service list lean if you plan to relocate often.

The jump sequence

Plotting a jump starts a preparation timer of at least 15 minutes (longer when server traffic is high — during the Trailblazers colonisation rush, hour-plus waits and "no time slots" errors were common). You can cancel until the 10-minute mark. The final phases:

  1. Lockdown

    Begins at 3:20 — all services suspend, ships are forced into hangars, on-foot crew must be seated.

  2. Hyperspace jump

    The drive spins up, the carrier enters the hyperspace portal, and arrives in the target system.

  3. Cooldown

    A ~5 minute cooldown follows before you can plot the next jump.

Anyone docked when lockdown hits jumps with the carrier. Walk to the Command Deck on foot and you can watch hyperspace through the windows.

Long-haul routing

For trips beyond one 500 ly hop, use the Spansh Fleet Carrier route planner — it plots multi-jump routes and tells you the tritium budget for the whole journey.

08

Role-Tailored Loadouts

Four common carrier roles. The recurring theme: services don't change what you do, they remove the round-trip to a station so you can do it where the action is.

Combat

PvE Combat

FAST CASH-OUT LOOP

  • Redemption Office — cash bounty vouchers and combat bonds at the carrier instead of flying to a station. Park at a Hazardous RES or Conflict Zone, fight, dock, cash out, repeat.
  • Repair Crews — patch hull/canopy between waves.
  • Armoury — rearm and restock without leaving the site.
  • Refuel Station — top off the combat ships.
Passengers

Passenger Missions

STAGING BASE

  • Missions are still taken from stations (e.g. Robigo/Sirius), so the carrier is a forward base, not the mission board.
  • Refuel + Repair keep the passenger liner serviced near the loop.
  • Use it to garage the liner and stage between sightseeing tour legs far from the bubble.
Trade

Cargo Trading

USES FREE CORE SERVICE

  • Commodity Trading is a core service — free. Set buy/sell orders, stockpile, and run arbitrage with no added upkeep.
  • 25,000 t hold = a mobile warehouse; relocate stock toward the best market.
  • Note the 2 B CR cap on any single buy order.
Mining

Mining

SELF-SUFFICIENT FUEL + SILO

  • Armoury for limpet restock at the ring.
  • Use the free Commodity Market as an ore silo — dump loads, sell in bulk later.
  • Mine tritium with a dedicated miner to keep the depot full for free.
09

Recommended Starter Configuration

A lean, combat-first build that serves all four roles without the two cargo-hungry storage services. Install these at launch:

Install at launchInstall costWeeklyServes
Refuel Station40 M1.5 MCombat · Passenger · Mining
Repair Crews50 M1.5 MCombat · Passenger
Armoury95 M1.5 MCombat · Mining
Redemption Office150 M1.85 MCombat (the big one)
Commodity Trading (core)FREEincl.Trade · Mining silo
Subtotal~335 M~11.3 M/wk+ 5 M base = covered by ~2–3 hrs combat

This keeps the cargo footprint modest (so jumps stay cheap on fuel) and gives you a combat fast-loop, a trade/mining silo, and a serviced base for the liner. Defer Shipyard and Outfitting — you can store your own fleet and modules without them, and they're the two heaviest services. Add them later only if you want field module-swaps or to sell to visitors.

Naming & livery

You can rename the carrier and add a callsign prefix for fleet consistency — the permanent system identifier sits alongside it and never changes. Cosmetic Layouts — Fortune, Nautilus, Victory — are ARX-only and even change the jump klaxon, but are purely visual.

10

How To Get Started — Acquisition Checklist

  1. Bank ~7 billion credits

    5 B hull + ~335 M starter services + tritium stock + a buffer for rebuys and several weeks of upkeep. Don't buy yourself broke.

  2. Travel to a Fleet Carrier Vendor

    Vendors sit at starports flagged by a nearby Carrier Construction Dock. Bubble examples include Diso – Shifnalport, Kruger 60 – Kepler Gateway, CD-47 990 – Jackson Ring, Lan Tzak – Jacobi Platform, and Namnetes – Jolliet Enterprise. Confirm the nearest to you on Inara.

  3. Buy via the Contacts tab

    Dock, open Station Services → Contacts → Fleet Carrier Vendor → purchase. The carrier spawns orbiting a body in that system (or the nearest system with Carrier Administration if it's full).

  4. Open Carrier Management

    A new option appears in your ship's right HUD panel. This is your entire control surface — you can manage it remotely from anywhere from now on.

  5. Install your starter services

    While in a Carrier Administration system, install Refuel, Repair, Armoury, and Redemption Office. (Commodity Trading is already there, free.)

  6. Fuel the Depot

    Buy or mine tritium, dock, and transfer it from your ship into the Depot. Aim for a healthy reserve before your first relocation jump.

  7. Pre-load the Fleet Carrier Bank

    Deposit enough credits to cover several weeks of upkeep so a missed session never starts a debt spiral.

  8. Set tariffs (optional) & jump to work

    If parking somewhere with traffic, set service tariffs to earn income, then plot your first jump to a combat hotspot and start operating.

11

The Progression Roadmap — How To Proceed

Phase 0 · Pre-purchase

Earn the bank

Reaching ~7 B is the real project. The fastest credit avenues: high-value combat massacre stacks and bounty farming in a strong medium/large combat ship; core mining (platinum / void opals / tritium) in a dedicated prospector; bulk trade loops in a large hauler; and colonisation hauling contracts, a current high-throughput earner.

Phase 1 · Acquire

Acquire & fit lean

Follow the checklist in Section 10. Launch lean: the four combat-support services plus the free market. Resist the urge to install everything on day one — upkeep compounds.

Phase 2 · Operate

Operate & self-fund

Run the combat loop with the Redemption Office. Tune tariffs if parked in traffic. Keep the FCB topped up and the Depot fuelled. Target: upkeep fully covered by a couple of hours of play per week.

Phase 3 · Expand

Expand role coverage

Once self-sustaining, consider adding Outfitting (field module-swaps for an engineered fleet) or Universal Cartographics / Vista Genomics if you start ranging out for exploration and exobiology. Add Shipyard last, if ever.

Sequencing advice

Treat the carrier as the capstone of fleet logistics, not the next purchase. The most efficient path is: finish any in-progress engineer unlocks and rank grinds, build the bank through combat + mining + trade, then buy the carrier as the asset that ties the whole fleet together.

12

Paying The Upkeep — Income Strategies

Upkeep is very beatable. A few hours of focused activity typically funds weeks. Options, roughly best-to-worst:

Rule of thumb

Keep the FCB balance above ~4–6 weeks of upkeep at all times. That single habit removes essentially all risk of the debt cliff, even through a busy real-life month away from the game.

13

Pitfalls & Pro Tips

14

Sources

Figures on this page are verified against the sources below.

Note: spec figures are verified primarily against the ED Wiki Drake-Class entry and the PTN owner's guide. Service costs, upkeep, and decommission fees are subject to change in future updates — re-verify before a major purchase.

Fandom WikiAuthoritative Drake-Class Carrier spec and service / upkeep tables.elite-dangerous.fandom.com/wiki/Drake-Class_Carrier
Fandom WikiTritium reference — sourcing, jump consumption, and depot mechanics.elite-dangerous.fandom.com/wiki/Tritium
Spansh — FC plannerMulti-jump fleet-carrier route planning and the per-journey tritium budget.spansh.co.uk/fleet-carrier
PTN — owner guidesFleet Carrier Owner's Guide and Carrier Owner's Trade Guide — operation and carrier-trade economics.pilotstradenetwork.com/guides
Wanderer's ToolboxPer-service weekly upkeep calculator — model the cost of each installed module. (Successor to the retired CMDR's Toolbox.)wanderer-toolbox.com/useful-tools/fleet-carrier-calculator
FrontierOfficial explainer on how Fleet Carriers work — ownership, upkeep, and jumps.customersupport.frontier.co.uk/.../How-do-Fleet-Carriers-work
InaraGalaxy-wide fleet-carrier finder — locate carriers by service, market, and current system.inara.cz/galaxy-fleetcarriers
YouTube — The Buur PitA 2025 overview of Fleet Carriers: purchase price, weekly upkeep, fitted services, and whether the asset earns its cost.youtube.com/watch?v=cBBTg0KgnFo