Assetsfleet-carriers

Fleet Carriers

Buying and owning a Drake-Class Fleet Carrier: the 5 billion cost and weekly upkeep, specs and landing pads, the full service roster and which ones the owner gets free, Tritium fuel economics, jumping and lockdown rules, cargo and market mechanics, when a carrier is worth it, expedition and decommissioning checklists, and the gotchas of carrier ownership.

Verified: September 10, 2026Game: 4.4.x (Rhino SRV update)

Mostly evergreen. Service costs are stable. Tritium prices are volatile ⚠️.

01

Summary

  • 5 billion credits to buy. Save about 7 billion so you can afford services, cargo, and a bank buffer.
  • Weekly upkeep runs 5M with nothing installed, up to about 30M fully loaded.
  • 500 ly per jump, always. The range never changes.
  • 25,000 tons of cargo. 16 landing pads. One carrier per commander.
  • Tritium is the fuel. The depot holds 1,000 tons. An empty carrier burns about 68 tons per 500 ly jump.
  • A carrier does not make money. It makes everything else faster.
  • Debt over 250M credits gets your carrier scrapped.
02

Buying One

Cost

5,000,000,000 credits

Recommended savings

About 7 billion. Covers the carrier, services, rebuys, and starting cargo.

Where

Fleet Carrier Vendor, in the Contacts tab at certain starports

Limit

One per commander

03

Vendor Stations

StationSystem
Kepler GatewayKruger 60
Kuo TerminalSkeggiko O
Garan HubPanoi
Macdonald SettlementAlcor
Jacobi PlatformLan Tzak
ShifnalportDiso
Jolliet EnterprisesNamnetes
Jackson RingCD-47 990
Laplace RingBalante
Enoch PortAgartha
Macgregor OrbitalKakmbutan
Clark PortEhlanda
Jaques StationColonia
04

The Carrier Itself

SpecValue
Jump range500 ly, fixed. Cannot be increased.
Landing pads16 total: 8 large, 4 medium, 4 small
Cargo25,000 tons
Tritium depot1,000 tons
Same system jumpsFlat 5 tons of Tritium to move between bodies
DockingThe owner sets permissions, including whether Notorious players can dock
05

Cosmetic Variants

  • Fortune, Nautilus, and Victory classes change only the look, the class name, and the klaxon sound. Performance is identical.
06

Services

Install or uninstall only in a Fleet Carrier Administration system. Find them on Inara.

ServiceWhat It DoesNotes
Refuel StationOthers can refuelThe owner does not need this to refuel.
Repair CrewsOthers can repairSame. Owner is covered.
ArmouryAmmo and limpets for othersSame
ShipyardOthers store and buy shipsThe owner can store ships without it. Federal and Imperial rank ships are never sold on carriers.
OutfittingOthers store, buy, and fit modulesThe owner can store and refit without it. Guardian and pre-engineered modules are never sold on carriers.
Commodity MarketBuy and sell ordersThe core of carrier trading
Redemption OfficeBounties and combat bonds25% service fee
Secure WarehouseStolen goods25% service fee
Universal CartographicsSell exploration data25% service fee
Concourse BarBuy and sell Odyssey materialsOdyssey
Vista GenomicsSell exobiology dataOdyssey. Huge for deep space exobio (Module 11).
Pioneer SuppliesBuy, sell, and upgrade suits and weaponsOdyssey

Key insight: as the owner, you already get refuel, repair, rearm, ship storage, and module storage for free. Those services exist for other people. If you fly alone, skip them and save millions a week.

07

The Money Math

CostAmount
Purchase5 billion
Base weekly upkeep5 million with nothing installed
Fully loaded weekly upkeepAbout 30 million
Per jump100,000 credits in wear
Decommission refund5 billion, minus a 150 million fee
08

Real Player Numbers

SetupWeekly Upkeep
Minimal (explorer: Cartographics and Vista Genomics)About 8 million
Moderate11 to 21 million
Full service hub25 to 30 million

Suspending a service costs about half its active upkeep. Turn off what you are not using. Bank buffer: keep several months of upkeep in the carrier bank. Debt over 250 million gets the carrier automatically decommissioned.

09

Tritium

FactDetail
Depot capacity1,000 tons
Empty carrier, 500 ly jumpAbout 68 tons
Loaded carrierMore. Consumption scales with cargo weight and installed services. Community rule of thumb is around 100 tons for a working carrier.
Same system hopFlat 5 tons
Where to buyRefinery economy markets
Where to mineIcy rings (Module 10)
PriceSwings from about 10,000 to over 200,000 credits per ton ⚠️
Transfer ruleTritium only reaches the depot from a ship. Someone must be docked to refuel the carrier.
Storage noteTritium in the depot does not use cargo space. Tritium in cargo does.

Warning: you can jump your carrier somewhere it cannot leave without help. Always plot your return trip before you go.

10

Jumping

  1. 1Open Fleet Carrier Management, Navigation tab. You can do this remotely.
  2. 2Click Open Galaxy Map, find your target, and press Set Carrier Destination.
  3. 3To pick a specific body, open the system map from the galaxy map first. You need system data for that.
  4. 4A timer starts. It is never shorter than 15:06 and gets longer with server traffic.
  5. 5You can cancel above 10 minutes.
  6. 6At 3:20, lockdown starts. All services suspend, ships get pulled into hangars, on-foot passengers get seated. Nothing can land or launch.
  7. 7After arrival there is a cooldown before the next jump.
11

What Does Not Use Cargo Space

  • Your own ships in the shipyard
  • Your own modules in outfitting
  • Tritium in the fuel depot
  • Odyssey materials on the carrier
12

What Does

  • Installed services
  • Ship and module stock packs you buy to sell
  • Everything else
13

Market Rules

  • Set buy and sell orders in Carrier Management, Commodity Trading, Manage Market.
  • Buy orders cannot exceed 2 billion credits at once. Lower the price or renew later.
  • Sell orders stay open after stock runs out, invisibly. To close one properly, set a buy order for 1 unit, then untick the commodity.
  • Transferring is easiest from your ship's Inventory panel. "Transfer all from carrier" only works if your ship can hold everything.
14

When a Carrier Is Worth It

Buy one when it makes something you already do faster. Not before.

ActivityHow It Helps
Deep space exploration and exobiologySell data without flying home. Repair and rearm in the black. Bring small ships that could never make the trip.
MiningPark at the hotspot. Dump ore, keep mining. No long haul to a station.
ColonisationThe single biggest multiplier. Strip to Refuel, Repair, and Rearm only and you free about 24,070 tons (Module 13).
TradingOne full carrier load can be worth around a billion credits
Squadron supportYour friends get a mobile base with real services

A carrier does not earn money on its own. Its value is saved time.

15

Expedition Checklist

  1. 1Pick your services. Refuel and Repair are essential. Armoury for heat sinks and limpets. Cartographics, Vista Genomics, and Redemption Office so you can cash in without flying home. Shipyard and Outfitting only if others are coming.
  2. 2Plot the route with Spansh, including the return trip.
  3. 3Load Tritium in the bubble. Enough for out, back, and extras.
  4. 4Emergency backup: STAR Carriers sell Tritium in deep space at high prices.
  5. 5Do not plan to mine Tritium. It is a last resort.
  6. 6First expedition? Try about 5,000 ly first. Carriers move slowly, and this style of play is not for everyone.
16

Decommissioning

You get 5 billion back, minus a 150 million fee, plus whatever is in the carrier bank.

  • Before you do it:
  • Go to a Fleet Carrier Administration system.
  • Sell all module and ship stock. You do not get credits back otherwise.
  • Uninstall every service. Same reason.
  • Sell or move all commodities. They are supposed to auto-sell at galactic average, but that behavior is unreliable.
  • Tritium in the depot is lost.
  • Decommission in an empty system so you do not block parking.
  • Stored ships and modules can be transferred to any station with a shipyard or outfitting for free. You can cancel while the decommission is still pending, usually until the next weekly maintenance.
17

Gotchas

  • Debt over 250 million means automatic decommissioning.
  • Owner services are free. Do not pay weekly for refuel and repair if you fly alone.
  • Tritium can only be loaded from a docked ship.
  • Range is always 500 ly. Nothing increases it.
  • One jump at a time.
  • Redemption, Secure Warehouse, and Cartographics all take a 25% cut.
  • You can strand your carrier. Plan the return trip.
  • Power Security Force NPCs are aggressive at carriers if you are in Powerplay (Module 12).
18

Tools

ToolWhereUse
PTN Carrier Calculatorpilotstradenetwork.com/tools/carrier-calculatorPurchase and upkeep math
Spansh Fleet Carrier Routerspansh.co.uk/fleet-carrierPlots multi-jump carrier routes with Tritium needs
Inarainara.czFind Administration systems, Tritium markets, carrier buy orders
STAR Carriers mapedastro.com/galmapDeep space emergency Tritium
19

Needs Checking ⚠️

ItemWhyWhere to Check
Per service upkeep costsThird party calculators disagree. Some list Shipyard at 5M, others at 10M.In game Carrier Management
Tritium per jumpSources range from 68 tons (empty) to about 100 (loaded). Depends on cargo and services.PTN calculator, test in game
Tritium pricesSwing wildlyInara
Service install costsOne source lists 40M for Refuel and 50M for Repair Crews. Not fully verified.In game
20

Sources

SourceUsed For
Pilots Trade Network: Fleet Carrier Owner's Guide (June 2026)Vendor list, service list and fees, jump timers, cargo rules, market rules, decommissioning, expedition checklist
Elite Dangerous Wiki (Fandom): Drake-Class Carrier, Fleet Carriers UpdateSpecs, pads, 5M to 30M upkeep, 250M debt rule, 68 tons per empty jump, same system jump cost
Grokipedia: Drake-class fleet carrierCosmetic variants, service install costs and cargo footprints
Steam discussions (2021 to 2026)Real world upkeep numbers, 7.5B total cost example, trading value
Fleet carrier calculators (various)Weekly cost scenarios, Tritium price range
Cross links
Module 9 (Money loops)Module 10 (Mining and Tritium)Module 11 (Deep space exobiology)Module 12 (Powerplay)Module 13 (Colonisation hauling)