recursal/Fanatic-Fandom huggingface dataset:
Arachne

**Arachne** is a Cylon capital ship in *Battlestar Galactica Deadlock*.

## Background

The Arachne carrier is the closest counterpart Cylon Command has to the Colonial battlestar design.

Equipped with broadside hangars and missile tubes, this warship is a deadly combination of cruiser and carrier with the maneuverability of a light assault ship.

## Weapons layout and performance

The ship has a 15% base damage reduction and 80% base subsystem repair rate. Its firewall regerates at a rate of 77.5/s.
Ranger

**Ranger** is a Colonial capital ship in *Battlestar Galactica Deadlock*.

## Background

Originally a Picon specialist design, the Ranger class cruiser has more recently become popular throughout the Twelve Colonies.

Its combination of long-range dominance and skirmish-range turret configuration makes it a highly effective all-rounder in any strike group.

## Weapons layout and performance

The ship has a 20% base damage reduction and 100% base subsystem repair rate. Its firewall regenerates at a rate of 100/s.

## Strategy

The Ranger is, essentially, a missile boat. Due to its fast profile and low armor, it is best not to rely on its turrets for damage.

Like the Janus, this ship works best in a direct-fire capacity, using the missile payloads to weaken or fully destroy armor/hull points. One benefit of the Ranger is to use it's dual chambers as a "double-barreled" weapon to eliminate the Cylon maneuverability advantage. Given that Cylon units react to intense damage by maneuvering weak spots away from fire and exposing stronger, undamaged sections -- by firing both chambers simultaneously, the player can severely damage enemy units and pulverize a single spot.

Additionally, unlike the Janus, the Ranger's munitions slots only require a single turn for cooldown, allowing for continuous fire by alternating chambers. This gives the Ranger the edge in shorter engagements; however, the Janus' extra weapons slot will allow more munitions to fire overall.

The Ranger pairs well with gunships and battlestars, in particular, due to its high rate of munitions fire and maneuverability, with the larger units covering its lack of ballistic firepower. Additionally, it also benefits greatly from the presence of a Celestra in the fleet, enabling the Ranger to replenish its munitions.
Small Clay Bowl (Unbaked)

Used in: | Pottery Crafting

The **Small Clay Bowl (Unbaked)** is a Item which was added in Spirits of Amazonia Part Three update V.2.2.0.

## Basic Info

The **unbaked small clay bowl** is the precursor required to make a small clay bowl. The player will first need to use the pottery table to make the **unbaked small clay bowl**. The bowl will require one empty mold and 50 units of water, which will need to be placed into the pottery table before crafting can take place. Once the blueprint ghost for the small clay bowl has been selected on the pottery table, press E to craft.

Once crafted the **unbaked small clay bowl** will need to be placed on to a fire cooking point to baked. The clay will harden resulting in a Small Clay Bowl.

## Update History

**Tools**
Battlestar Galactica Deadlock Wiki/Section 3

Videos

*See more videos*

Twitter

Tweets by @blacklabgameswindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));
Greatest Game

*This article is a stub. You can help Not For Broadcast Wiki by expanding it.*

It appears this content was either removed from the current version of *Not For Broadcast* or never used in the game at all.

**Greatest Game**

Information

Label
Greatest Game

In-Game

Day(s) Available
Day 1: The Election (PAX West Build)

Impact(s) on game
None

**Greatest Game** was a Tape in *Not For Broadcast*.

## Description

Greatest Game was an advertisement available on Day 1 of Not For Broadcast's PAX West 2019 Build. It came in a black VHS tape without a logo on it.

## Lyrics

This is a partial transcript based on what was contained on the tape. The full song is on the YouTube version.

### Transcript

The greatest game in the world...

I remember now.

Step One: To make a game

We have a unique idea

How about Battle Royale?

That's great!

It's never been done before

Step Two: To make it great

Polished 8-bit in 4K (But wait!)

Does that even look better?

You know damn well it does!

We'll be breaking the record

For players on a map

With fifty thousand players talkin'

In a single chat

When sixty frames just aren't enough

One hundred and twenty, let's keep going up

How about a billion, that's what they want

Well whatever we do, it's not gonna suck

This is the greatest game in the world

This is the greatest game in the world

With those default skins you will never win

Better buy your way to victory

We're makin the greatest game in the world

We're makin the greatest game in the world

A thousand hours logged but you still get lost

It's impossible to beat

## Trivia

* "Greatest Game" is a cut from one of two music videos of the same name that premiered during TinyBuild's E3 2018 Press Conference, the other being Fix It.
Chapter Five - Mk. II

**Chapter Five - Scorpia** is the fifth campaign mission.

Colonial Fleet must travel to Scorpia to support the Shipyards. After the FTL jump, they face immediate Cylon marks.

After a few turns in, additional marks jump in and approach the wreckage of three Adamants. Admiral Cain orders them to destroy the wrecks, but Sinon Quade asks for recon info.

## Notes

* The Viper Mk II blueprint unlocks after completion.

## Strategy

Concentrate fire on the Revenant, it is the biggest threat to your fleet.

Send fighters to the wreckage immediately. It takes three turns for recon. Remaining marks will jump away after the objective is complete.
Fleet points

**Fleet points** represent the value of each ship and each fleet's total capacity, Fleets cannot exceed their Fleet Point limit. Larger ships such as Battlestars and Basestars will have a much higher Fleet Point cost then smaller ships. However, Size is not the only affecting factor in Fleet Point cost, armor, speed, firepower, and utility all affect a ship's total Fleet Point cost.

Fleet points are determined by the command ability of an officer assigned to command them, and are limited to 4000 Fleet Points capacity without one. An officer's Fleet Point capacity can reach a maximum of 8000 total Fleet Points through promotions.
Minotaur

**Minotaur** is a Colonial capital ship in *Battlestar Galactica Deadlock*.

## Background

The Minotaur warship is a testament to the pragmatic nature of the Aerilan people; you build a ship, give it plenty of armour, and fit every other spare inch with guns.

It is a cost-effective fixture for fleet groups looking to bulk up their firepower.

## Weapons layout and performance

The ship has a 20% base damage reduction and 100% base subsystem repair rate. Its firewall regerates at a rate of 100/s.

## Special abilities

None; however, in SP the Minotaur can receive bonuses to firing accuracy through experience.

## Strategy

The Minotaur is a pragmatic choice in the mid-game to inexpensively bolster aging fleets as it excels at close-to-mid range combat, helping to shore up the disadvantages of fleets stacked with Manticores (where lines can stretch too thin as they chase targets), Adamants (when light turrets are no longer punching effectively), and Berzerks (when longevity becomes a problem). Introduced roughly in the mid-game for SP, the Minotaur is the natural counterpart of the Ranger; while the Ranger is quick, lightly armored, and loaded with munitions, the Minotaur is densely armored, with enough guns per square inch to threaten a capital ship of any size.

As a ballistic gun ship, Minotaurs can remain effective for the duration of a battle and cost nothing to resupply. As such, for the *Anabasis* DLC, the Minotaur is a viable support option in that it can maintain fire without impacting resupply costs.

Because it lacks munitions and fighter/utility squadrons, the Minotaur will generally need to be part of a larger fleet strategy to layer offensive and defensive elements. For ballistic firepower support, the Minotaur pairs well with the Heracles and battlestar-class ships (Artemis, Minerva, Jupiter, and Jupiter Mk II) which rely on point-defense turrets on their sides. The Minotaur can help protect the non flak-generating side or angle support along the z-axis for additional coverage.

While the Minotaur is technically outclassed by the Heracles for sheer firepower, players may find the Heracles to be cost-prohibitive, unavailable (if playing the main campaign/*Broken Alliance*), or less valuable than upgrading to a full battlestar. Additionally, the Minotaur's armor distribution is more even around the chassis, allowing for more versatility in attack angle and direction.

Players should note that Cylon units tend to favor Minotaurs for long range missile strikes, hoping to neutralize its threat before coming into range. As such, using 2-3 Minotaurs at a time can be advantageous when using a staggered stack similar to the Adamant strategy; presenting multiple targets make it less likely that the Cylons will target a lone ship, while the stack formation helps individual units cover each other.

In terms of defense, the Minotaur is one of the more effective ships at shooting down Cylon squadrons, though it cannot match the sheer destruction of a flak field on squadrons. Using the Minotaur to soften squadrons and/or target weakened ones by relegating it to an escort role can help punish any Cylon squadron that gets too close.
Heracles

**Heracles** is a Colonial capital ship in *Battlestar Galactica Deadlock*. The ship is first available in the *Anabasis* DLC, and can be used in *Sin & Sacrifice* and *Resurrection*.

## Background

The Heracles is an Imperial Wars-era gunship of Leonid descent.

The ship possesses very little finesse, and where it isn't covered in layers of armor plating, it's lined with point defense turrets capable of sustaining high volume flak fields. Its spine is lined with heavy twin-barrel guns, and features a set of "doorkickers" for direct, head-to-head assaults.

## Weapons layout and performance

Standard ballistic weapons include Heavy Turrets for the front, top, and bottom, with point defense turrets on the sides.

## Special abilities

As a gunship, it holds no squadrons or munitions, but can generate a flak field for additional protection against incoming munitions and squadrons.

## Strategy

The Heracles is essentially an upgraded Minotaur gunship, with a more aggressive turret placement and greater armor. Where the Minotaur favors broadside placement, the Heracles can fire in all directions, with particularly powerful broadsides (from top and bottom turrets) and frontal fire. It has equal ballistic firepower to the Artemis battlestar and a comparable rate of fire to the Minerva, but lacks the squadron support and extra munitions of either. Its natural counterpart is the Atlas carrier, as the Atlas trades firepower for squadrons.

Because it lacks munitions or squadron support, the Heracles often functions as a stripped-down battlestar, offering supporting fire for friendly units as they move in towards closer combat, or as a strong vanguard ship to send into the center of the enemy lines. Depending on fleet composition, the Heracles can function well as close-in support for the Atlas carrier and battlestars by protecting it as a third party, generating a flak field for the Atlas or by covering the battlestar's unprotected side.

For escort support, the Heracles pairs well with the Ranger and Janus as their ample munitions slots can balance the Heracles' lack thereof. Alternately, pairing the Heracles with dual Minotaurs on either side help to create a powerful, line-breaking force, allowing the player to hold units with distance munitions in reserve in the rear of the formation.

In terms of fleet dynamics, players will quickly note that it takes roughly three ships: the Heracles, an Atlas, and a Ranger/Janus to bring together all the components inherent to any battlestar. However, in prolonged engagements, the combination of ships may be an advantage. More ships = more targets on the field to draw fire, making it less likely that Cylons will target the fleet flagship alone. Three ships are often more difficult to destroy than one, and the whole may be greater than the sum of their parts. As such, players should not discount the utility of building a small fleet segment around a Heracles core.
Argos

**Argos** is a Cylon capital ship in *Battlestar Galactica Deadlock*.

## Background

The Argos contains an overwhelming array of hangars and missile tubes, but hosts little in the way of self-defense.

The Argos' external hangars allow for similar wing capacity as other supercarriers, but are not as effective with squadron support and repairs.

## Weapons layout and performance

The ship has a 15% base damage reduction and 75% base subsystem repair rate. Its firewall regerates at a rate of 80/s.

boarder armor: 30

MArine/centurion: 88% strength

## Special abilities

Tactical Jump

Munition Supply

## Strategy

Usable as Lone-wolf Basestar, it is able to take down a weaker fleet on it’s own, if used properly; Keep far from enemy firing solution while pairing the "Hive" carrier strategy (described under the Cerberus) with colonial Ranger’s missile boat idea.

(In a nutshell, keep it far from enemies, use the squadrons to discover and then destroy enemies with them and with munitions {Guided Missiles or Nukes best}.)
Orion

## Weapons Layout and Performance

The Orion has an impressive set of 6 light guns placed on its dorsal surface in the top firing arc, allowing the orion to effectively engage any ship located above it, with the light guns providing impressive firepower against any target.

In addition, the sole munitions slot on the orion comes at a base of 150% salvo size and scales greater with posture than any other colonial ship, allowing the orion to still dish out impressive munitions damage from a single slot.

As a final bonus, the Orion's class 2 hull and stealth systems make the ship surprisingly tanky despite it's otherwise lackluster stats.

## Strategies:

With its topside dominated firepower, the Orion always wants to be located below its targets, making the movement for the Orion, at least in the vertical plane, obvious. Dive.

However, many Commander's are confused by the Orion's classification as a stealth frigate and promptly use the small frigate to scout hostile fleets, resulting in it being detected and destroyed by enemy fighters. The Orion is not a scount craft. Instead, the Orion wants to remain near the fleet where it can be protected from hostile fighters by the fleet's own airwing. It wants to dive beneath enemy warships and cut them to pieces from beneath, punctuating the hail of fire from it's guns with it's large munitions salvos. The Revenant especially needs to watch out for this, with it's fire control located on the ventral surface.

The stealth system is best employed when munitions are locked on to the Orion to cause a miss, though be aware they will reaquire when the Orion deactivates the system, proper AMD is required. Another use for the stealth system is for it's ability to break focus fire, preventing an enemy from firing accurately on the Orion as it closes the gap to it's target, or to break weapons lock on an Orion to slow the accumulation of damage.

However, for all of the Orion's impressive abilities, in the single player campaign, it often comes too late to be of use, the J2, Atlas and Heracles are all available and work extremely well together. Adding an orion into fleets where it can function effectively without being destroyed or endangering the fleet is difficult. Instead, the orion typically find the best use in lighter fleets lead by Artemis battlestars.
Cerberus

[[Category:Cylons capital ships]]

**Cerberus** is a Cylon capital ship in *Battlestar Galactica Deadlock*.

## Background

A supercarrier by Colonial standards, the Cerberus is the mainstay of Cylon assault forces.

With greater hangar capacity than any other warship, and hull plating to rival a battlestar, the Cerberus provides an imposing tactical presence on any battlefield.

## Weapons layout and performance

The ship has a 15% base damage reduction and 80% base subsystem repair rate. Its firewall regerates at a rate of 77.5/s.

## Strategy

Usable as a „Hive” carrier. In this scase, equip with 2 fighters (Raiders best) and with a fighter supporter (Wardriver best to counter the enemy squadrons evade {-15)}), after entering the game, overclock every subsystems to the maximum ( 15»30, at the cost of the others) that affects the squadrons (Hangar {for squadrons evade and fast deploying from repairs} & Engineering {for faster squadron repairs }) , then keep it safe from enemy firing solutions (to provide these bonus, when destroyed all the evading points gone) and focus on your squadrons and their tactics.

(In a 3 vs 3 dogfight; 2 Raiders + a Wardriver; with Jamming mode enabled + 1 **Cerberus** carrier’s bonues; 30 ep {evade points} & 0.9 do {damage output}

Versus

Scenario 1; 3 Viper mark II + 2 Atlas carriers (-1 squadron in theory) bonuses; {35-15=}20 ep & 1.2 do.

Scenario 2; 3 Viper mark II + Adamant/Battlestars bonuses; {20-15}5 ep {except with the Minerva battlestar, then it is 0! } & 1.2 do.

Scenario 3; 3 Viper mark II + Berzerk bonuses; {50-15}35 ep & 1.2 do {the only possibility to lose in this case}. )
Comet PCM

Armament

**Comet PCM** is a munition type in *Battlestar Galactica Deadlock*.

## Background

A combination of a remote hacking suite and an unguided beacon projectile. The Comet will attempt to hack the guidance of any homing munitions in its path, and spoof false targeting data to force the hostile munitions to chase the Comet instead, often into the side of a Colonial capital ship.
Boseman's Lounge

*This article is a stub. You can help Not For Broadcast Wiki by expanding it.*

**Boseman's Lounge** is a Song in *Not For Broadcast*, as part of the Not For Broadcast Original Soundtrack. It appears on Disc 1 of the soundtrack.

## Extra Dialogue

The soundtrack version of "Boseman's Lounge" contains a line from one of the "Coming Up Later" clips, as well as various dialogue from both normal and surreal variants of "Internal Use Only".
EMP Mine

Damage vs. subsystems | {{{squadrons}}}

**EMP Mine** is a munition type in *Battlestar Galactica Deadlock*.

## Background

The EMP Mine is Colonial Fleet’s attempt at brute-forcing an advantage in electronic warfare. These mines release an EMP pulse when a hostile unit is detected nearby. Does high subsystem damage to all ships in pulse range, but no physical damage.
Talon

**Talon** is a Cylon capital ship in *Battlestar Galactica Deadlock*.

## Background

Talon mini-carriers bear a striking resemblance to obsolete Canceron frigates discarded before the rebellion.

The single-bay fore hangar has become a regular sight of the Cylon War, regularly bearing squadrons of prototype raider crafts and electronic warfare fighters.

## Weapons layout and performance

The ship has a 17% base damage reduction and 80% base subsystem repair rate. Its firewall regerates at a rate of 77.5/s.

## Strategy

Being a Ship only somewhat strong in large numbers, Talons instead specialize in staying close to larger ships, or large numbers of smaller ships.

Early game, it is recommended to assign two Manticores to target them specifically, separating them from their support ships, which can be dealt with by fighters or just avoided by the manticores.

Keep at least one manticore facing the back or front as much as possible. If this is not possible, or it is about to turn to make this difficult, have one corvette attack the flank it is turning towards and another start moving behind. This forces it to rethink its position and gives you a chance to keep hitting where it is weak. Remember to dump missiles into it to weaken its hull strength.

Click here to add a strategy!
Wardriver

Damage per shot | 0.3

**Wardriver** is a squadron type in *Battlestar Galactica Deadlock*.

## Background

Wardrivers enable remote hacking attacks against enemy capital ships.

They are quick to manoeuvre, and can neutralize a ship one hundred times its size without firing a single bullet.

## Strategy

Usable to hack capital ships to disable or to reduce the enemy squadrons evade to gain squadron superiority.
EMP Generator

Damage vs. subsystems | {{{squadrons}}}

**EMP Generator** is a munition type in *Battlestar Galactica Deadlock*.

## Overview

A localised EMP generator. The pulse will severely disrupt the systems of all nearby ships, and temporarily disable squadrons. A grounding kit minimises the damage done to the host ship's systems.

Range: 400m

Firing delay: 2.2s

## Strategy

The EMP generator works best as a weapon of last resort, particularly for battlestars. It will cripple enemy capital ships, squadrons, and munitions within range, but at the cost of also crippling the firing Colonial ship temporarily.

Defensive players should consider using this as a "last line of defense" if a Battlestar is becoming overrun with boarding parties and incoming missile attacks. Players favoring very aggressive offense can similarly use it by boost thrusting a ship into the center of an enemy formation and blowing it in the center to punch a hole in the enemies' lines. In either case, using scout or escort ships to flank during this firing ship's disability period will increase survivability. Additionally, the firing ship can put systems on repair to bring them back to full strength.
Artemis

**Artemis** is a Colonial capital ship in *Battlestar Galactica Deadlock*.

## Background

The Artemis class battlestar is the most commonly deployed command ship by Colonial Fleet. Being a highly successful design, the Artemis would go on to influence later iterations of battlestars, from the famous Jupiter class to the advanced, post-war Mercury class. Though enjoying a successful career during the Cylon War, it was a brief one as the Artemis had proved to be notoriously difficult to outfit with newer technology.

Moderate speed, high armour ratings and aggressive turret battery placements make this battlestar a dominating force on the battlefield.

## Weapons layout and performance

The ship has a 25% base damage reduction and 100% base subsystem repair rate. Its firewall regerates at a rate of 100/s.

## Special abilities

The Artemis possesses point defense turrets on either side, generating a protective flak field to deter enemy fighters and destroy incoming munitions.

## Strategy

Upon first becoming available, players will immediately notice the upgrade in firepower, squadron support, and durability when compared to more common Colonial units, such as the Manticore and Adamant. As such, it may seem tempting to want to build (and stock) as many as possible onto a high-ranking fleet officer. For example, three Artemis-class battlestars and three Rangers, bring the fleet point total to 7800, with combined nine munitions slots, six fighter/utility wings, and a lot of ballistic firepower. However, this also means that the fleet will be slow and will have difficulty bringing ranged munitions to bear until they engage effective DRADIS range.

As such, it may be more useful to stock no more than two battlestars in any given fleet; for even greater versatility, mis-matching the battlestar classes will help diversify the fleet and balance the fleet dynamic.

The Artemis is the first ship in-game to introduce the flak barrier ability, which is exceptionally useful at absorbing munitions. These flak barriers can effectively cover multiple weaker ships from munition salvos when placed on the flank of a formation.

Due to the weapons placement on the artemis, it is always beneficial to be below the target, presenting the broadside of the vessel. This is due to the fact that if an enemy gets underneath the Artemis, the ship is extremely vulnerable, due to the poor ventral firepower and the location of the engineering section on the underside. As such, the artemis should always dive as much as possible to avoid this scenario.
Twelve Colonies

The **Twelve Colonies** are the human force in Cyrannus, a quaternary star system that consists of two sets of binary systems that orbit a shared barycenter. After the Cylon rebellion, the Colonies banded together into the Quorum Alliance, led by the Quorum of Twelve, a legislative body that works alongside the executive branch of federal government. Each colony is entitled to one representative in the assembly.

The Alliance was formalized after signing the Articles of Colonization, a collection of documents that instituted the basis of the federal government, known as the Twelve Colonies of Kobol. Formalized and signed as a response to the increased aggression of the Cylon rebellion.

## Helios Alpha

* Caprica
* Gemenon
* Tauron
* Picon
* Icarus
* Persephone
* Zeus

## Helios Beta

* Leonis
* Virgon
* Hera
* Pallas
* Troy

## Helios Delta

* Aerilon
* Aquaria
* Canceron
* Hestia
* Phoebe
* Styx

## Helios Gamma

* Libran
* Sagittaron
* Scorpia
* Ophion
* Thanatos

## Outer planets

* Ragnar
* Marathon

## Starlanes

* Cocalus
* Delium
* Gortyn
* Helicon
* Knossos
* Naucratis
Chapter Ten - Negotiation

In chapter 10: Negotiations, it is best to arm your ships all with nukes. You'll be tasked with defending Clothos' basestar after she says the best way to show your willingness to make peace is to defend her. She will have some of her ships attack her, at first, but be prepared to face them all.

There are two Revenants, two Basestars, two Talons and one or two Nemesis ships. Make sure your Daedalus fleet commander is at max fleet point capacity and bring as many Battlestars as you can and a couple Adamants or Rangers. Two nukes per Revenant should be enough, but make sure to take out all their fighters or have them otherwise occupied or it won't work. Then 1 or 2 per talon, one usually is enough. I believe it'll take 2 nukes per Basestar but just one is enough to severely cripple them than use focus fire with your Battlestars to finish them off.

To start the mission you have to go to the "scout fleet" marker, just send an Adamant cause you'll need to move up a regular ship to initiate communication with Sorthos' ship anyways. There will be a short exchange for the "negotiations" part of the mission than the battle begins. Make sure to move up all your ships past her Basestar to have the most advantageous position for once is does happen.

After that you win the battle and the mission completes after another short verbal exchange.
Acide Gastrique Short

*This article is a stub. You can help Not For Broadcast Wiki by expanding it.*

**Acide Gastrique Short**

Information

Label
Acide Gastrique

Owner(s)
Eye of the Beholder

Star(s)
Helena Canterbury-Boatshoe

Product
Acide Gastrique

In-Game

Day(s) Available
Day 296: The Heatwave

Impact(s) on game
Increases Value Of Shares

**Acide Gastrique Short** is a Tape in *Not For Broadcast*.

## Description

Acide Gastrique Short is an advertisement available on Day 296 of Not For Broadcast. It comes in a yellow VHS tape with the Eye of the Beholder logo on it. Its counterpart, Acide Gastrique Long, is available on Day 232: The Silence.

## Impact

If the advertisement is played at any ad break during the broadcast, the value of shares for Eye of the Beholder will increase in accordance with the amount of audience present during viewing.

If the advertisement is not played at all during the broadcast, however, the value of shares will decrease.

## Trivia

* From French, "Acide Gastrique" translates to "Gastric acid", the technical name for stomach juices.
Jupiter

**Jupiter** is a Colonial capital ship in *Battlestar Galactica Deadlock*.

## Background

Designed by Sinon Quade as a direct response to the rise in Cylon aggression, the Jupiter class is the pinnacle of Colonial battlestar design.

A fine balance of size, armour and artillery make it the most powerful warship currently flying for Colonial Fleet.

Production of the Jupiter class is limited by the Articles of Colonization, with only one to be built for each of the Twelve Colonies.

## Weapons layout and performance

The ship has a 25% base damage reduction and 100% base subsystem repair rate. Its firewall regerates at a rate of 100/s.

## Special abilities

The Jupiter possesses point defense turrets on either side, generating a protective flak field to deter enemy fighters and destroy incoming munitions.

## Strategy

The Jupiter works best with other craft to balance its strengths and weaknesses. While it has thick armor and powerful ballistic weapons, it is light on munitions and mobility. It has three squadrons available (2 fighter/utility, 1 raptor/utility), making it a more powerful alternative to the Atlas, and having more options than any other battlestar class ship. In a firefight, the Jupiter behaves much like an upgraded Artemis-class battlestar, giving it more staying power in the fight and an upgrade in ballistic weaponry. The added fighter/utility slot creates more options for both defense and offense, giving it greater versatility than the Artemis.

While it lacks the additional munition slot of the Minerva-class battlestars, it can take significantly more damage in a prolonged engagement and is less likely to rely on a direct-fire engagement (high-risk, high-reward) strategies, making it a stabilizing element in the battlescape.

Players should consider the battlestar as the 'core' of a battlestar group and build around their preferences. Scout ships, like the Manticore, provide a range benefit for the battlestar to set up ballistic trajectories and guided munition targets. The Jupiter, in particular, benefits from having several munitions-heavy escorts, such as the Ranger or Janus, to compensate for its lack of munitions slots. A Celestra is also a viable support option, as boosting the armor of the Jupiter may give it even greater power to outlast prolonged exchanges or reload critical munitions.

In combat, expect the Jupiter to be a 'lightning rod' for missile barrages and prepare accordingly with layered defenses to screen attacks. Use escort ships to draw enemy fire, sweepers to detonate chaff, flak to block missiles, and PCMs to destroy incoming fire.
Atlas

**Atlas** is a Colonial capital ship in *Battlestar Galactica Deadlock*.

## Background

The Atlas is an iconic remnant of Virgon’s imperialist history.

Slow and densely armoured, the Atlas carrier now provides powerful fighter support for modern Colonial fleet groups.

## Weapons layout and performance

The ship has a 20% base damage reduction and 100% base subsystem repair rate. Its firewall regerates at a rate of 100/s.

## Strategy

The Atlas is an extremely useful ship for players who prefer or need to use fighter/utility support during missions. As Cylon fleets become more aggressive, players may find the additional fighter support useful in establishing air superiority (using the Viper Mk I or Viper Mk II) or to carry specialized units (for example, the Assault Raptor, Sweeper, or Taipan) for unique strategies.

While it carries decent ballistic weapons, players will find that it cannot offer much in the way of fire support. As such, it ideally pairs with complementary ships, such as the Ranger for munitions, or Minotaur/Heracles class gunships for raw firepower. Once the more powerful battlestars become available, particularly the Jupiter and Jupiter Mk II, the Atlas can work well as a buffer in the center or rear of a fleet formation, offering fire support and a "tempting target" to draw fire away from the more powerful units.

In terms of squadron composition, players have maximum versatility when adding an Atlas to the fleet, but may find that "boating" squadrons of Raptors (standard ECM version), Assault Raptors, or Taipan units can create opportunities. Swarms of Raptors can cripple enemy ships, Assault Raptors have ample armor-stripping ability, and Taipan units can issue consistent damage.

When developing a strategy for using an Atlas, note that it takes roughly three ships (the Heracles, an Atlas, and a Ranger/Janus) to bring together all the components inherent to any battlestar. However, in prolonged engagements, the combination of ships may be an advantage. More ships = more targets on the field to draw fire, making it less likely that Cylons will target the fleet flagship alone. Three ships are often more difficult to destroy than one, and the whole may be greater than the sum of their parts. As such, players should not discount the utility of building a small fleet segment around an Atlas as the anchor.
Proximity Mine

Damage vs. hull | 40

**Proximity Mine** is a munition type in *Battlestar Galactica Deadlock*.

## Background

Standard proximity munition. DRADIS IFF sensors determine when a hostile unit breaches detection range, at which point the munition releases an explosive shrapnel payload, damaging all ships within the blast area.

## Placement Strategy

Proximity mines are rather tricky, relying mainly on the player’s instincts to place then correctly. Manually guided, they have a short detonation range, but deal massive damage to armor.

Because they’re manually guided, these are best used against slow moving targets such as basestars and carriers. However they can be used to decent effect in the initial push to meet the enemy fleet, as you can predict that the two fleets will meet somewhere in the middle. Aside from that, their placement is purely instinctive.
Chapter Six - Medical Evac

**Chapter Six - Medical Evac** is the sixth campaign mission.

Colonial Fleet must travel to escort three medical transports after a Cylon chemical attack. However, they are intercepted by Cylons.

After a few turns in, two of them jump away, but the third remains, led by Doctor Sherman Cottle. *Daidalos*Template:' fleet then must wipe out the remaining Cylons so Cottle's transport can land on the planet to assist.

## Strategy

Make sure you assign fighters to protect the transports, and try to keep your ships in between them and the Cylons.
Janus

**Janus** is a Colonial capital ship in *Battlestar Galactica Deadlock*.

## Background

The Janus heavy cruiser is an old Gemenese ship, made popular during the later stages of the imperial wars between Virgon and Leonis.

Heavy armour plating provides it with enough staying power to remain relevant in modern warfare, although its older fire control systems are considered outdated compared to more modern cruisers.

## Weapons layout and performance

The ship has a 20% base damage reduction and 100% base subsystem repair rate. Its firewall regerates at a rate of 100/s.

## Strategy

The Janus is a counterpart to the Ranger, with thicker armor and an extra munitions slot, making it an even more specialized munitions carrier. By comparison, the Janus sacrifices firing rate and ballistic versatility in favor of an extra munitions slot and additional staying power. If using for fire support, it requires four turns to reload and, like the Ranger, careful players can layer a rhythm of firing allowing for continuous fire every turn, with a break on the fourth turn as the last cooldown cycle. Alternately, the Janus can deliver powerful barrages all at once, though this is a 'high-risk, high-reward' strategy, as the cooldown leaves the Janus vulnerable for three turns.

In terms of close range ballistics, its most powerful guns are on the bottom of the ship, making a front/top-down attack vector its ideal angle. It has little to no ballistic coverage on the broadsides or to the rear, instead putting all of its most lethal abilities to the front. Because its main guns are on the bottom, the Janus works best with a "high-low" pairing with other ships, particularly Battlestars. Manticore scouts and Janus escorts can "go high" and effectively drive the enemy down their z-axis while a Battlestar, Ranger, or gunship placed low can shoot upwards at the target, creating damage on the top and bottom of enemy craft, which frequently have less armor than the front and broadsides. The drawback to this approach is that it divides forces to peeling away armor at different locations, thereby doubling effort.

Careful planning and weapons choice can reward patient players, as the extra munitions slot gives the Janus more tactical options than the ranger, including a 'three-in-one' combination finisher for larger targets: Armor-piercing for slot 1, torpedo for slot 2, and nuke for slot 3. This works best for patient players willing to escort the Janus into position and to negate more powerful units, such as Basestars, with greater speed and efficiency.
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Nuke

Damage vs. subsystems | {{{squadrons}}}

**Nuke** is a munition type in *Battlestar Galactica Deadlock*.

## Overview

After nearly a generation of disuse by Colonial forces after the Imperial wars, the Quorum lifted the ban on nuclear weapons to meet the escalating violence and capabilities of Cylons during their rebellion.

While it is the most powerful weapon in either sides' arsenal, it has several limitations, including a single-shot capacity for salvos and a slow travel velocity.

## Strategy

The nuke is a single-shot, high damage warhead that requires a confirmed dradis contact before it can be launched at a target. This limitation, mixed with there being only one warhead for that munitions slot, makes it a very dangerous but limited weapon to deploy, finding the right time to fire it is crucial.

The nuke has a 15km explosion radius, so the idea time to deploy it is when a target ship has as many other nearby ships as possible. Either fighters or smaller support craft would be ideal.

The Nuke's 5 second firing delay, and slightly slower flight speed means that the target may have already moved from the most optimal position before it hits.

Dealing 160 Armor and 160 Hull damage in one hit provides a devastating amount of damage on a target, and is perfect for removing a strong enemy ship from the battle immediately, relieving pressure in tight spots, or preventing a fleeing ship from closing in on a mission-critical target.

Adding a Celestra to the player's Colonial fleet can add up to two additional shots, as the ship can restock ammunition during combat.
Audience Meter

*This article is a stub. You can help Not For Broadcast Wiki by expanding it.*

The **Audience Meter** is a Device in *Not For Broadcast*. It is first used in Day 1: The Election.

## Usage

The Audience Meter is an indicator that shows viewership throughout the broadcasts, and is a factor in grading segments. If all the lights in the meter turn off, the broadcasts will fail.
Advance: Entitlements

*This article is a stub. You can help Not For Broadcast Wiki by expanding it.*

**Advance: Entitlements**

Information

Label
Advance: Entitlements

Owner(s)
Advance

In-Game

Day(s) Available
Day 232: The Silence

Impact(s) on game
Positively Affects Public Perception

**Advance: Entitlements** is a Tape in *Not For Broadcast*.

## Description

Advance: Entitlements is an advertisement available on Day 232 of *Not For Broadcast*. It comes in a blue VHS tape with the Advance logo on it.

(...)

## Impact

If the advertisement is played at any ad break during the broadcast, the public's perception of Advance will improve.

If the advertisement is not played at all during the broadcast, however, the public's perception will worsen.
Flard Festival

*This article is a stub. You can help Not For Broadcast Wiki by expanding it.*

**Flard Festival**

Information

Label
Flard Festival

Owner(s)
Rymmington-Svist

Star(s)
Sophia Rymmington (Voice)

Product
Flard Festival

In-Game

Day(s) Available
Day 371: The 20 Week War

Impact(s) on game
Increases Value Of Shares

Variant(s)
Siege Survival Box
Swag Box

**Flard Festival** is a Tape in *Not For Broadcast*.

## Description

Flard Festival is an advertisement available on Day 371 of Not For Broadcast. It comes in a black VHS tape with the Rymmington-Svist logo on it, and is available if the 'Flard Festival' headline was selected on Day 296.

## Impact

If the advertisement is played at any ad break during the broadcast, the value of shares for Rymmington-Svist will increase in accordance with the amount of audience present during viewing.

If the advertisement is not played at all during the broadcast, however, the value of shares will decrease.

## Trivia

* The song used in the advert is "Experiencing the Actualisation of Flardulated Metaphysics".
Mission 1: Demeter

**Mission 1: Demeter** is the first mission in the Sin & Sacrifice campaign.

The fleet jumps in and faces immediate Cylon marks. They must destroy all of them.

A few turns in, a Colonial shuttle jumps in and requests to dock. Admiral Cain denies it, and it must be protected for the rest of the mission.

## Notes

* Requires Daidalos at the mission marker.

*This article is a stub. You can help Battlestar Galactica Deadlock Wiki by expanding it.*
Minerva

**Minerva** is a Colonial capital ship in *Battlestar Galactica Deadlock*.

## Background

The Minerva, a predecessor to the post-war Mercury, highlights a marked shift in battlestar design, moving the focus from stability and defense to aggression and raw firepower.

Despite being smaller than the Jupiter, and less armoured than the Artemis, the battlestar's aggressive turret placements on every sector has given the Minerva a reputation as an effective capital destroyer.

## Weapons layout and performance

The ship has a 22% base damage reduction and 100% base subsystem repair rate. Its firewall regerates at a rate of 100/s.

## Special abilities

The Minerva possesses point defense turrets on either side, generating a protective flak field to deter enemy fighters and destroy incoming munitions.

## Strategy

Upon first becoming available, players will immediately notice the upgrade in firepower and munitions when compared to the Artemis-class battlestar. The Minerva has a more aggressive attack profile, favoring a "head-on" approach and favors high-risk, high-reward strategies. Given the turret placement, once approaching the target, it is advisable to approach the enemy from below or to line up a broadside for maximum damage.

In terms of fleet dynamics, it may seem tempting to want to build (and stock) as many battlestars as possible onto a high-ranking fleet officer. For example, two Minerva-class battlestars paired with two Artemis-class battlestars and a Ranger bring the fleet point total to 7850, with combined eight munitions slots, eight fighter/utility wings, and a lot of ballistic firepower. Alternately, some players may note that pairing two Minervas with two Jupiters brings the fleet total to an even 8000 with the two most powerful ships in the game. However, this also means that the fleet will be slow and will have difficulty bringing ranged munitions to bear until they engage effective DRADIS range.

As such, it may be more useful to stock no more than two battlestars in any given fleet; for even greater versatility, mis-matching the battlestar classes will help diversify the fleet and balance the fleet dynamic.
System requirements

*This article is a stub. You can help Not Tonight Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Not Tonight*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

### Minimum

* OS: Windows 8 or later
* Processor: 1.5 GHz Core2Duo
* Memory: 2 GB RAM
* Graphics: Nvidia Geforce GT 430/equivalent or higher
* DirectX: Version 10
* Storage: 2 GB available space

### Recommended

* OS: Windows 10
* Processor: Intel Core i5
* Memory: 4 GB RAM
* Graphics: Nvidia Geforce GTX 560/equivalent or higher
* DirectX: Version 11
* Storage: 2 GB available space

## See also

* How to play guide for Not Tonight
* Release date
Day 412: An End Of An Era

**Day 412: "An End Of An Era"** is an Incident in *Not For Broadcast*.

## Requirements

Day 412: An End Of An Era is unlocked if Alex Winston gets kicked out of the house by Sam Winston on Day 371: A Proportionate Response.

## Transcript

* Suzie Is Dead

'For the attention of Alex Winston, We write to inform you that Sam Winston has instructed us to begin divorce proceedings...' Your stomach drops. You'd hoped this separation was temporary but apparently that's not the case. You look around your studio apartment and think of the kids. Sam's trying to take away Charlie and Suzie on top of everything else. Suddenly the noise from the radio is just nails on a chalkboard and you shove it off the counter.

## Trivia

* Although not directly mentioned in the incident, it has been confirmed by developers that Day 412 is the date Peter Clement dies on, placing it on Christmas Eve.

## References

1. ↑ https://clips.twitch.tv/EasyAttractiveKittenBCWarrior-cOnnjWuhl7BgwzpB
Faction Strength

*This article is a stub. You can help Not For Broadcast Wiki by expanding it.*

**Faction Strength** is a Mechanic in *Not For Broadcast*.

## Description

Faction Strength is a Mechanic that has an effect on many decisions in *Not For Broadcast*, and can be both increased and decreased depending on choices made in Broadcasts and Incidents. Faction Strength and Suspicion are opposite of each other; when one increases, the other decreases, and vice versa.
Gloria Warbleton

*This article is a stub. You can help Not For Broadcast Wiki by expanding it.*

**Gloria Warbleton**

Personal Information
Aliases
Gloria Warbletongue (Subtitles)

Status
Alive

Occupation
Vocalist

Affiliation
Advance
 Biological Information

Identity
Female

Pronouns
She/Her
Hair Color
Blonde

**Gloria Warbleton** is a character in *Not For Broadcast*.

## Description

Gloria Warbleton is a female pop vocalist and lead singer for the single "Unburden Me" from the album *Songs Of The New Future*.

## Personality

Gloria's personality is unknown. But it seems that she does support Advance and their policies, judging from one of her songs, "Unburden Me", a song supporting Advance's Transition Centres.

## History

### Episode 3

#### Day 1975: The Sterility

*Main article:* Day 1975: The Sterility
Gloria stars in the advertisement "Songs Of The New Future". In it, she sings a song called "Unburden Me" with a supporting dancer who is visibly unhealthy. The song is about a person sending their unhealthy relative to one of the Transition Centres so both of them won't burden one another.

### Ads

Gloria Warbleton has starred in one advertisement.

* Songs Of The New Future
Emma

*This article is a stub. You can help Not For Broadcast Wiki by expanding it.*

**Emma**

Personal Information
Status
Alive

Occupation
Nurse
 Biological Information

Identity
Female

Pronouns
She/Her

**Emma** is a character in *Not For Broadcast*.

## History

### Episode 2

#### Day 180: A Burden To Bear?

*Main article:* Day 180: A Burden To Bear?

#### Day 324: A Questionable Choice?

*Main article:* Day 324: A Questionable Choice?
Go-Getters: Nightmare

*This article is a stub. You can help Not For Broadcast Wiki by expanding it.*

**Go-Getters: Nightmare**

Information

Label
Advance: Go-Getters

Owner(s)
Advance

Product
Go-Getters Initiative

In-Game

Day(s) Available
Day ???: The Lockdown

Impact(s) on game
No Impact

Variant(s)
Go-Getters: Paradise

**Go-Getters: Nightmare** is a Tape in *Not For Broadcast*.

## Description

Go-Getters: Nightmare is an advertisement available on Day ??? of Not For Broadcast. It comes in a blue VHS tape with the Advance logo on it, and is available if Charlie Winston joined the Go-Getters on Day 98: A Permission Slip or Day 106: A Domestic Dilemma.

## Impact

Due to the Lockdown broadcast taking place during a coma, any advert that is played during it will not have an impact on public perception or the story.