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⏵ PTU Preview · Data is incomplete
Names and counts below are datamined from the 4.8 PTU `Data.p4k` as of 2026-05-12. Stats (DPS, ranges, weights) are NOT shown — those require sc-wiki/Erkul/SPViewer cross-validation that only happens after 4.8 promotes to LIVE. Treat this page as "what's coming", not "how it performs". Verify everything in-game before buying or fitting.
⛛ New Ship
1 new hull
Drake Ironclad26,010 HP · 2,204 SCU
Ironclad Assault20,790 HP · 1,440 SCU
Drake Ironclad
Drake Interplanetary · Armored Transport · Large
Drake's armored deep-space freighter — 120m hull, 2,204 SCU cargo, defended by two manned turrets and two S5 torpedo silos. The Ironclad Assault variant trades 35% of the cargo for thicker armor and combined-arms gear. Built for risky cargo runs into Pyro / lawless space where you need to fight through, not just slip past.
ManufacturerDrake
Hull120m × 52m × 20m
Hull HP26,010
Cargo (base)2,204 SCU
Cargo (Assault)1,440 SCU
Crew1 – 6
Ballistic Deflect315 / 331
Energy Deflect300 / 315
MSRP$450 / $535
StatusPTU · not LIVE yet
⏵ Role Assessment
Not a fighter — it's a cargo bunker. Two manned defensive turrets + 2× S5 torpedo silos keep escorts honest, but it's not chasing anyone. The Assault variant is the same hull with 35% less cargo, 6% lower HP, and noticeably better armor — for when "deliver the cargo" includes "fight through XenoThreat." Pair with escorts for true safety.
⚛ Game Features & Systems
6 new mechanics
The mechanics layer. Most of these change how loadouts get used in-game — affects mission planning, capital-ship play, FPS combat, and pilot equipment. Source: official 4.8 patch notes + Spectrum confirmation.
⛽
Refueling 2.0
New mission archetype using fuel pods + beacons. Ship-to-ship transfer becomes a real loop — Starfarer / Vulcan pilots now have a paid economy, not just a charity service.
Mission type · Industrial
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Tactical Strike Group
Rank-gated combat missions with FPS-tier rewards. Rank 3+ unlocks the Novian Crossbow blueprint. Coordinated PvE assault — your fireteam vs an AI strike force.
Mission set · Combat / FPS
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Ship Battles v3
"Defend Location" archetype joins the rotation. Coordinated AI assault waves on a fixed objective — different rhythm from chase-and-kill bounty hunting.
Mission archetype · Combat
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Vehicle Command Module
Docking + ship-system transfer for mothership crews. Carrack / Idris / Polaris / 890 Jump get a real "command bridge" loop — VCM hosts smaller craft and shares power/computing.
Capital-ship mechanic
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Hangar Service T0
Capital-ship hangars become repair / restock / refuel services via cargo logistics. Squadron-tier convenience — bring your gunship home and reset.
Capital-ship service
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G-Force Flight Suits
Equipment-based G-resistance replaces armor-class limits. The "what suit can my pilot wear in this ship" decision becomes a real loadout tradeoff — not a hardcoded ceiling.
Pilot equipment
⛯ New Weapons & Tools
— industrial · combat · utility
Featured below: one highlight item from each group — tractor beams, EMP generators, mining lasers, salvage heads, bombs/mines, new missiles, and combat guns. Use the filter chips to browse the full catalog of every new 4.8 item.
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⚙ New Component Categories
12 categories not present on 4.7 LIVE
4.8 introduces twelve new component classes via the Maelstrom + engineering rework. The categories below are slots that didn't exist on 4.7 — many ships now have separate jumpdrive components (today's QD covers both), batteries as a buffer between power plants and consumers, and life support as a damageable subsystem.
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Source: PTU Data.p4k → unp4k → unforge.cli, extracted 2026-05-12.
Cross-validation against sc-wiki + Erkul + SPViewer happens after 4.8 promotes to LIVE.
This page auto-rebuilds from /data/v2/ptu-4.8/*.json on every deploy.