E:D Black Box
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.
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.
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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
Every new carrier ships with these, paid for inside the 5 M base upkeep:
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.
| Service | Install | Upkeep (active) | Suspended | Cargo | Best for |
|---|---|---|---|---|---|
| Refuel Station | 40 M | 1.5 M | 750 k | 500 t | combat · mining |
| Repair Crews | 50 M | 1.5 M | 750 k | 180 t | combat |
| Armoury (rearm + limpets) | 95 M | 1.5 M | 750 k | 250 t | combat · mining |
| Redemption Office | 150 M | 1.85 M | 850 k | 100 t | combat |
| Shipyard | 250 M | 6.5 M | 1.8 M | 3,000 t | storage / resale |
| Outfitting | 250 M | 5 M | 1.5 M | 1,750 t | module swaps |
| Universal Cartographics | 150 M | 1.85 M | 700 k | 120 t | exploration |
| Vista Genomics | 150 M | 1.5 M | 700 k | 120 t | exobiology |
| Pioneer Supplies | 250 M | 5 M | 1.5 M | 200 t | on-foot kit |
| Concourse Bar | 200 M | 1.75 M | 1.25 M | 250 t | micro-mats |
| Secure Warehouse | 165 M | 2 M | 1.25 M | 250 t | stolen 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.
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.
Carriers run on Tritium, stored in the 1,000 t Tritium Depot. You feed it two ways:
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.
Consumption scales with jump distance and the carrier's current loaded mass (cargo + the footprint of installed services). As a reference point:
A loaded carrier with heavy services burns considerably more — another reason to keep your service list lean if you plan to relocate often.
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:
Begins at 3:20 — all services suspend, ships are forced into hangars, on-foot crew must be seated.
The drive spins up, the carrier enters the hyperspace portal, and arrives in the target system.
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.
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.
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.
FAST CASH-OUT LOOP
STAGING BASE
USES FREE CORE SERVICE
SELF-SUFFICIENT FUEL + SILO
A lean, combat-first build that serves all four roles without the two cargo-hungry storage services. Install these at launch:
| Install at launch | Install cost | Weekly | Serves |
|---|---|---|---|
| Refuel Station | 40 M | 1.5 M | Combat · Passenger · Mining |
| Repair Crews | 50 M | 1.5 M | Combat · Passenger |
| Armoury | 95 M | 1.5 M | Combat · Mining |
| Redemption Office | 150 M | 1.85 M | Combat (the big one) |
| Commodity Trading (core) | FREE | incl. | 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.
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.
5 B hull + ~335 M starter services + tritium stock + a buffer for rebuys and several weeks of upkeep. Don't buy yourself broke.
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.
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).
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.
While in a Carrier Administration system, install Refuel, Repair, Armoury, and Redemption Office. (Commodity Trading is already there, free.)
Buy or mine tritium, dock, and transfer it from your ship into the Depot. Aim for a healthy reserve before your first relocation jump.
Deposit enough credits to cover several weeks of upkeep so a missed session never starts a debt spiral.
If parking somewhere with traffic, set service tariffs to earn income, then plot your first jump to a combat hotspot and start operating.
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.
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.
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.
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.
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.
Upkeep is very beatable. A few hours of focused activity typically funds weeks. Options, roughly best-to-worst:
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.
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.