recursal/Fanatic-Fandom huggingface dataset:
PCM

Armament

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

## Background

Emits an EM radius that guarantees mutual destruction of hostile munitions.

## Overview

The PCM is an intercept weapon; as such, it has little value in preemptive recon (scouting) assignments and instead excels for players using ships at the far reach of combat. Battlestars, in particular, due to their slow speed and excellent firing range, often benefit from mounting a PCM to meet a Cylon missile barrage in force-to-force exchanges.

Players should note that this munition, like Nuclear armaments, only fire in salvos of one.

## Strategy

For any craft with a munitions slot, the PCM is an option for halting the attack of a missile barrage; however, escort ships such as the Ranger and Janus benefit more because of their multiple munitions options. Waiting until under fire, these ships can use one munition slot to fire the PCM and 'block' the exchange, *and on the next turn,* return fire with another munition in counter attack. Firing the PCM with any other missile group will neutralize incoming Cylon fire and likely the outbound colonial salvo.

The Minerva-class battlestars generally have the most benefit from having this munition--or an escort ship carrying it. Given their aggressive attack profile, the Minerva-class batlestars are prone to aggressive missile strikes by Cylon forces and carry less armor than their peers. As the missile strike approaches, targeting the PCM in its path offers protection from the strike (if aimed well) and an opportunity for retaliation, as smaller attack craft typically carry only one munition, while the Minerva-class carries two. Loading PCMs onto an escort ship allows the escort to screen attacks and act as a last resort if the missiles are coming at an angle not covered by sweeper chaff or flak fields.

The major shortcoming for this munition is a lack of supply for the increasing demand. Salvos only have one munition per launch and have the same high-risk/high-reward mechanics as the Nuke . If aimed properly, this munition *could* disable all incoming missiles -- but if missed or shot down by enemy fighters, leave the player open to an aggressive Cylon offense. As such the player should use a layered defense system.
BouncR app

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

The **BouncR app** allows you to find work in Not Tonight. You are introduced to the app by Officer Jupp.

### Jobs

Depending on the letters you recieve, you can get various job offers that you can accept in this section. You can also pick the option to 'Skip Work', either to pass time or to recover your Health. Skipping work however will affect your Social Credit Score by a penalty of -5. A successful job will reward you with a +5 instead.

##### Today's Jobs

Picking a job offer will allow you to see its details. Indicating how much you will be paid, the level of difficulty base on the number of skulls, and the number of times you can take this job offer. Once undertaken, the door on the left side of the screen will open up for your progression. You can still choose to Skip Work even after accepting a job offer.

##### Active and Completed

This section will list your history of completed job offers. Each job will indicate a Rank and total sum earned from the work done.

### Profile

Track this section to see your Cash, Bouncer Level, Social Credit Score as well as a 'Head Doorman?' indicator. You get to be the Head Doorman of a location after finishing 3 jobs for it. As a Head Doorman, you will recieve double the Cash you earn as well as being able to pick up unique items for the location if it has one.

### Upgrades

Here is where you can see all your upgrades as you level up in BouncR by working and gaining experience from jobs. Consists of tools like the *Clicker*, *Guestlist* and *Scan And Ban*. There are 4 tiers to each tool.
Apartment

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

Your **Apartment** can be upgraded in the game Not Tonight.
Some upgrades are aesthetic (wall papers and posters) and some are useful and give you benefits (coffee machines, fridge etc). Upgrades can be bought in the ShopR app under the Flat tab.

## Upgrades

### Useful

These upgrades only become available in Chapter 2. These can be used to help combat loosing heath due to tiredness from continuously working, hunger and heat loss. Once you upgrade something the option to go back to a previous upgrade is gone.

Tiredness Upgrades
 Eurosleep Deluxe

Heat Upgrades
 Heat-R Cheat-R

Food Upgrades
 Fridge O'Matic

### Stuff

 Coffee-Bot V1
 Coffee-Bot V2
 Coffee-Bot V3
 Drab Walls
 Drab-B-Gone
 Walls 4
 Walls 5
 Walls 6
How to play guide for Not Tonight

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

This page will serve as a basic **how to play guide for *Not Tonight***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Basic gameplay

Not Tonight functions like the game Papers, Please. You act as a bouncer, and have to allow/deny access to customers attempting to enter the location you are working for. Tools like the inspect tool, used to highlight problems in the customer's identification, and the Tally Counter, which shows the player how many customers were allowed in, and acts as the object that the player clicks to allow someone to enter once they made their decision. Both of these are tools given to the player to complete the given task of reaching a milestone set by their boss.

Note: Information is extremely limited, as only short gameplay can be found on the Internet.

## Controls

You can use the mousepad/mouse and the mouse buttons. Clicking on certain interactable objects allows you to use/inspect/interact with those objects. The same may also be used to travel short distances to certain environmental background items in order to inspect them, or travel to a spot in the space available to the player.

## Tips and tricks

* When the guest line comes into play later on, you will have to juggle both the normal line and guest line simultaneously. To minimise walking time, try to alternate both lines, 3 people at a time.
* Becoming the head doorman of a pub/club will give you access to an item or service; pay attention to the people you interact with so you can figure out what to do with these items.

## See also

* Release date
* System requirements
Thunder Stalker

Soulless automatons are "living armor" made of Shadowsteel, not dissimilar to Wizard constructs like Golems of Gargoyles. The Faceless, children of Darkness, created them to even the odds against their archenemies the Angels. How these creatures are controlled by their masters remains, to this day, a mystery...
Not Tonight Wiki/Section 1

Welcome to the Official Not Tonight WikiWelcome to the Official Not Tonight Wiki
The Official Not Tonight reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 336 pages (25 articles).

Not Tonight
**Not Tonight** is an upcoming game being developed by PanicBarn. It is being published by No More Robots. It is expected to be released sometime in Summer 2018.

Person of European Heritage #112: Welcome to Relocation Block B, your new home. Your designated role is 'Bouncer'. Work hard, stay out of trouble, and we might let you stay in the UK.

In an alternative Britain where Brexit talks have collapsed, an extreme far-right government has taken power. Citizens of European heritage have been rounded up and exiled. Forced out of your previous life, you find yourself in the midst of a booming gig economy, fighting to scrape by and return to the city you call home.

Not Tonight is a post-Brexit management game, fusing a time-pressure RPG with a politically charged story where every decision matters. Will you join the resistance and fight the regime -- or keep your head down and hope that one day this will all be a distant memory?[Read more...]
Not Tonight 2

Mode(s) | Singleplayer

***Not Tonight 2*** is a game developed by PanicBarn and published by No More Robots. It is the sequel to *Not Tonight*. It was originally released on September 24, 2021, before getting its Steam release on February 11, 2022.

## Description

***Immigration Enforcement Case #112:*** You are under arrest. Unless your friends can cross a broken America, retrieve your identifying documents and stay out of trouble... this is the end of the American dream for you.

In an alternative broken America, where capitalism and political greed have taken center stage, your friend has gone missing. Snatched during a protest, Eduardo Suarez has been seized by the authorities, and now sits ready for processing in the Miami gulag.

Not Tonight 2 is an American document-checking road trip, fusing a time-pressure RPG with a politically charged, dark comedy where every decision matters. Will Eduardo's friends Malik, Kevin and Mari manage to locate and deliver his documents to Miami in time, or is this the end of the American dream?

* Three compelling stories, written by a team of diverse authors
* Make your way across America, making terrifying decisions along the way
* Work the doors of clubs, churches, race tracks, casinos, and cults
* Check IDS, while completing a variety of silly, poignant minigames
* Rhythm games, wizard shooting, serving poutine, assessing religion, checking chickens, and more

## System requirements

### Minimum

Requires a 64-bit processor and operating system

* OS: Windows 8
* Processor: Intel Core i5
* Memory: 3 GB RAM
* Graphics: NVIDIA GeForce GTX 550/equivalent or higher
* DirectX: Version 10
* Storage: 3GB available space

### Recommended

Requires a 64-bit processor and operating system

* OS: Windows 10
* Processor: High-range Intel Core i5
* Memory: 3 GB RAM
* Graphics: NVIDIA GeForce GTX 760/equivalent or higher
* DirectX: Version 11
* Storage: 3GB available space
Not Tonight

Mode(s) | Singleplayer

**Not Tonight** is a game developed by PanicBarn and published by No More Robots.

It was released on August 17, 2018, on Steam, and on January 31, 2020, on the Nintendo Switch. The Nintendo Switch version contains the game and the One Love DLC, which was a separate DLC released on Steam on June 25, 2019.

## Description

Person of European Heritage #112: Welcome to Relocation Block B, your new home. Your designated role is 'Bouncer'. Work hard, stay out of trouble, and we might let you stay in the UK.

In an alternative Britain where Brexit talks have collapsed, an extreme far-right government has taken power. Citizens of European heritage have been rounded up and exiled. Forced out of your previous life, you find yourself in the midst of a booming gig economy, fighting to scrape by and return to the city you call home.

Not Tonight is a post-Brexit management game, fusing a time-pressure RPG with a politically charged story where every decision matters. Will you join the resistance and fight the regime -- or keep your head down and hope that one day this will all be a distant memory?

* Man the doors of pubs, clubs, festivals and parties, finding work via the BouncR app
* Check IDs, manage guestlists, and stop revellers from becoming unruly
* Upgrade your apartment, bouncer and equipment to better prepare yourself for the future
* Decide what lengths you'll go to in order to survive in a Britain on the verge of collapse

## System requirements

### 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

## External links

* Official site
* Steam
* One Love DLC
* https://www.nintendo.com/games/detail/not-tonight-take-back-control-edition-switch/ Switch]
Phobos

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

## Background

The Phobos class tech cruiser has highly sophisticated DRADIS systems integrated into its FTL drives, allowing it to make tactical-range jumps while engaged with the enemy.

An array of missile tubes, a fore-facing hangar and a powerful electronic warfare suite rounds out this high impact cruiser.

## 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.

## Special abilities

Hacking
Tactical Jump
Acide Gastrique Long

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

**Acide Gastrique Long**

Information

Label
Acide Gastrique

Owner(s)
Eye of the Beholder

Star(s)
Helena Canterbury-Boatshoe

Product
Acide Gastrique

In-Game

Day(s) Available
Day 232: The Silence

Impact(s) on game
Increases Value Of Shares

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

## Description

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

## 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.
Returning Tribal Children

**Returning Tribal Children** is a quest action only available in the Spirits of Amazonia Game Mode.

## Gameplay

After coming under attack from the Waraha tribe, the children have fled the villages and dispersed in to the forest. To help the player gain the trust of the tribe's they will need to find and return the lost children to their corresponding village. There are currently two villages, each with their own territory, Mu'agi Village and Un'garaca Village.

## Basic Info

As the player comes in close proximity to a **tribal child**, they will be able to hear the child either singing, crying, or talking. When the child has been located, they will be seen sitting on the floor. Getting too close to the child will alert them of the players presence and cause them to get up and run away. To catch the child, the player will need to give chase. When the player is close enough to the child, the grab prompt can be seen. Pressing `E` will allow the player to pick up the child and place them over their shoulder. It is advised that one has high energy as sprinting is required to catch the children and be careful to not pass out from the exertion.

The player will then need to carry the child back to the village. Holding the child will cause it to either cry, shout or giggle. Should the player fall under attack or step on a venomous animal, they will instantly drop the child, who will then run away from the player. The player can also drop the child at anytime, should they wish to rest or check their map. The player can still view their watch without having to place the child down. Once the child has been dropped they will only run a short distance before they stop and resume sitting on the ground.

When the player reaches the village they will need to place the child in the designated spot by the elder. Doing this will earn the player 30 trust points.

## Locations

### Mu'agi Children

Caution is advised as a puma roams this area.
Caution is advised as the player may run in to snakes, bees or jaguar if they rush down the ravine.
This child will require long distance travel.

### Un'garaca Children

Caution as Natives patrol nearby
Toxic waste can also be found in this location.

## Gallery

* Tribal child running away from the player
* Point of view as seen by the player when carrying the child
* Designated point found near the elder.
* Tribal child standing in the village after being returned
* A player carrying child as seen in multiplayer game mode

## Trivia

* Even though they speak their native languages when carrying one they may say words that sound like "let go of me" or "leave me alone".

## Update History

 V.2.0.1 | New Mode - The Spirits of Amazonia.
System requirements

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

## Recommended requirements

* OS: Window 7, 8, 8.1 or 10
* CPU: 2.5GHz or higher
* Memory: 8 GB RAM
* GPU: 2GB ATI Radeon HD 7970, 2GB NVIDIA GeForce GTX 770 or better
* DirectX: 11
* HDD: 8739 MB dostępnej przestrzeni
* Sound card: DirectX Compatible Sound Card
* Broadband Internet connection for multiplayer

## Minimum requirements

* OS: Window 7, 8, 8.1 or 10
* CPU: 2.0GHz or higher
* Memory: 4 GB RAM
* GPU: 1GB NVIDIA Geforce 460/ATI Radeon HD 5770 or better
* DirectX: 11
* HDD: 8739 MB dostępnej przestrzeni
* Sound card: DirectX Compatible Sound Card
* Broadband Internet connection for multiplayer required for Multiplayer

## See also

* How to play guide for Battlestar Galactica Deadlock
* Release date
Equipment

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

The following is a list of equipment in the game Not Tonight. More outfits can be unlocked as you progress through the story. Minor spoilers for the some of the equipments below as some are unlocked through progress of subquests.

## List of equipment

### Tattyrag

Nothing but the clothes on your back.

* Just my standard issue Euro clothes.

### BouncR

The first outfit the player unlocks.

* Cap with built in mic\* so you look cool.
* High-vis jacket. You look more important.
* These have multi-purpose pockets. Two of them.

\*for looking cool only. No working parts.

### Heavenly

* Sexy Sacrilegious.

Wear full set and earn more from bribes and drug sales.

### Speedy

* For the worker in a rush.

Wear full set and recieve a movement speed boost.

### Wack

* Powerful but mystical.
* Deny entry with love.
* Colourful but professional.

### Jarhead

* View both sides equally.
* From the military to the street.
* Combat leggings? C-eggings.

Wear full Jarhead set and customers never push back.

### Disco

Unlocked once completion of optional storyline of Mylarna & Viklav's for free inside ShopR. No special properties when full set is worn.

* A gift from Viklav.
Not Tonight Wiki/Section 4

Wiki Community
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Viper Mk II

Damage per shot | 0.4

**Viper Mk II** is a munition squadron type in *Battlestar Galactica Deadlock*.

## Background

The Mk II variant of the Viper sheds the older model’s reliance on armor plating, and instead relies on the reflexes and intuition of the pilot.

Faster propulsion and updated RCS provides the Mk II unparalleled superiority in space and atmospheric combat.

## Strategy

The Viper Mk II is much the same as the Mk I in strategy, better for all things the Mk I is capable of. In particular it significantly outperforms in munitions interception and direct combat with enemy fighters.

A strategy to beat out superior numbers against AI is to bait Raiders into a debris mine launched in front of a lone support squadron weakening them for your fighters.

An additional strategy that works on players is to launch munitions while enemy fighters are on a defend order and have your fighters attack the same turn giving a massive advantage of damage without return fire.

## It's not a trap

What too many fall into is the Viper Mk II being worse than the Viper Mk I, this is absolutely incorrect as while it has 2 less craft it's guns do more damage and are more accurate. Additionally due to how squadron brawls work speed is a significant advantage as it allows your squadron to do more damage quicker. To break down how much better it is, a Viper Mk II squadron does 3.2 damage between all craft, while a Viper Mk I squadron does 3 damage between all craft while hitting less of those shots, the higher individual HP of the Viper Mk II's craft over the Viper Mk I's craft can also lead to overall better durability of the craft under fire as well.
Revenant

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

## Background

The core hull of the Revenant is stolen from the design of a Scorpian gunship captured early in the war.

The Revenant uses aggressive turret placements to suppress and dominate opponents with constant barrages of gunfire.

## Weapons layout and performance

The ship has a 15% base damage reduction and 95% base subsystem repair rate. Its firewall regerates at a rate of 77.5/s.

## Strategy

Click here to add a strategy!

Fast and highly maneuverable, the Revenant poses a severe risk to most Colonial capital ships. The best way to counter these monsters is to concentrate munitions fire on them.

Locate the Revenant ahead of time by using Squadrons or Corvettes as scouts. Firing Armour piercing and guided missile munitions against the Revenant, and then closing the distance or staying at range and having a few ships set to max offensive posture and focus fire. Allows you to effectively one or two turn a full health Revenant, especially with larger ships like Battlestars or gunships, combined with a “Wall of Death” formation (See Adamant page for explanation).

This tactic eliminates the Revenant before it can become a problem for your fleet, and can also work without the munitions, albeit your fleet may take more damage, and it usually requires a larger ship or fighters swarms to achieve.

Remember, while the Revenant outguns colonial frigates and outdives battlestars, it loses hard to Colonial gunships like the Minotaur and Heracles.
How to play guide for Default Loadout

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

This page will serve as a basic **how to play guide for *Battlestar Galactica Deadlock***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Flard

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

The **Flard** is a reoccurring object in *Not For Broadcast*, referenced in many locations throughout the game.

## Description

It is unknown what a Flard really is, but it's known as being a material with a variety of textures and rarities, used primarily in construction as a successor to Werbs. It's a product of several manufacturers, including Rymmington-Svist, and Honest Andy's Totally Independent prior to the company being bought out by Rymmington-Svist.

## Gallery

* An Aura Being Emitted By A Golden Flard
Not Tonight Wiki

Welcome to the Official Not Tonight WikiWelcome to the Official Not Tonight Wiki
The Official Not Tonight reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 336 pages (25 articles).

Not Tonight
**Not Tonight** is an upcoming game being developed by PanicBarn. It is being published by No More Robots. It is expected to be released sometime in Summer 2018.

Person of European Heritage #112: Welcome to Relocation Block B, your new home. Your designated role is 'Bouncer'. Work hard, stay out of trouble, and we might let you stay in the UK.

In an alternative Britain where Brexit talks have collapsed, an extreme far-right government has taken power. Citizens of European heritage have been rounded up and exiled. Forced out of your previous life, you find yourself in the midst of a booming gig economy, fighting to scrape by and return to the city you call home.

Not Tonight is a post-Brexit management game, fusing a time-pressure RPG with a politically charged story where every decision matters. Will you join the resistance and fight the regime -- or keep your head down and hope that one day this will all be a distant memory?[Read more...]

Gameplay

* Developers
* Equipment
* Gameplay
* Guides

* How to play guide
* Release date
* System requirements
* Upgrades

Featured images
mw.loader.load('ext.slideboxlightshow');

Videos

*See more videos*

Twitter
Tweets by @panicbarnwindow.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"));

Wiki Community
We are currently maintaining 336 pages (25 articles)!

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Register
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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Cylons

**Cylons** or rather, Cybernetic Lifeform Nodes, are a type of an intelligent robot.
Originally created as a military device by Graystone Industries,
the Cylon technology was quickly integrated into all facets of
Colonial life. Many theories exist as to the root cause of Cylon
sentience, and subsequent rebellion, but to date no definitive
rationale have been proven.
Quorum Alliance

To combat the rise in Cylon aggression, the Twelve Colonies
agreed on an alliance based on the Articles of Colonization.
Although this **Quorum Alliance** still stands, individual colonies may
decide to remove themselves should they come under too
much pressure.

Each of the Twelve Colonies has a Quorum status that can
be found in the colony’s planet Info screen. Access a colony’s
Planet Info screen by clicking on the planet on the table, or
selecting it from Map tab of the Strategy Index.

Additionally from the Planet Info screen you can find the Daidalos
economic bonus in the bottom left. When the Daidalos is anchored
at a colony, it will receive the bonuses listed in this panel.

## Maintaining the Alliance

As the war progresses, and Cylon and Colonial fleet presences
change across Cyrannus, you will gain and lose favour with
each of the Twelve Colonies.

The Quorum Status of colonies is increased by removing
roaming Cylon forces, completing Resource Missions, or
fortifying the colony. A colony is fortified when a fleet that
has an assigned officer is anchored at the location. Fortified
colonies will have an icon underneath their flag in the Colony
flag row to indicate the officer’s presence.

When a Cylon fleet is present at a colony, or a Resource
Mission is left unchallenged, the colony’s Quorum Status will
deteriorate. A colony that has an unchallenged Cylon fleet is
considered hostile; it will provide a reduced tylium income,
and its Quorum status will continue to deteriorate while the
Cylon fleet is present.

## Defection

If the colony’s Quorum Status reaches too low, the colony
will defect from the alliance. A defected colony will no longer
provide any tylium income, and will not produce any new
officers for you to recruit.

## Losing

If you lose the support of the Quorum majority, the Twelve
Colonies alliance will be temporarily disbanded. During this
time, you will not be able to engage with any campaign story
missions, and your Requisition Points pool will slowly drain.

The alliance can be restored by increasing the Quorum Status
of six colonies back to operational status.
Nemesis

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

## Background

Nemesis tech corvettes are the spearhead of the Cylon electronic warfare strategy.

Coupled with long-range missile capabilities and high maneuverability, these light ships are perfect for hit-and-run tactics that can hamstring larger capitals.

## 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.
Sweeper

Damage per shot | 0.3

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

## Background

Sweepers deploy chaff payloads to provide radar and projectile countermeasure zones.

A fundamental tactical craft that can hold off a Cylon long-range missile assault single-handedly.

## Overview

The Sweeper is primarily a defensive unit, deploying chaff screens to confuse and disable incoming enemy munitions. Like the Raptor ECM, the Sweeper also has the ability to disarm nearby mines.

## Strategy

Sweepers excel at close defense of capital units, particularly against missile strikes. While Flak fire can protect battlestars and some gunships from enemy missile barrages, the Sweeper eliminates the main shortcoming: the single-direction protection of flak fields. As combat becomes more dynamic along the z-axis, it is possible for some missile attacks to strike around the primary flak field location or at an angle that hits the top or bottom of the ship. Sweepers negate this by distributing chaff in an 'orbit' around the protected unit.

The Sweeper is the only defensive unit capable of deploying chaff within the game. Combined with the ability to disable mines, it is usually a good idea to keep at least one unit in reserve as soon as the player adds battlestars to a primary fleet. As fleets become larger, players may want to reserve slots in Battlestars and Atlases for offense units, such as fighters (Viper, Viper Mk II, Taipan) and Assault Raptors and place a sweeper in the smaller support units, such as an Adamant or Berzerk.

Finally, since the amount of chaff deployed is limited, keep protected units as far from missile strikes as possible. The few extra seconds of missile travel time may end the turn and provide enough space to make a decision to use flak or deploy chaff.
Hydra

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

## Background

A mobile repair and comms centre.

The Hydra support ship has a complex integrated fire control system, whose processing power is outsourced to coordinate fleet-wide missile strikes.

## Weapons layout and performance

The ship has a 15% base damage reduction and 84% base subsystem repair rate. Its firewall regerates at a rate of 80/s.

## Special abilities

Repair Hull
Coordinated Reload
Battlestar Galactica Deadlock Wiki/Section 1

Welcome to the Official Battlestar Galactica Deadlock WikiWelcome to the Battlestar Galactica Deadlock Wiki
The Battlestar Galactica Deadlock guide for capital ships, munitions, campaign and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones!

About *Battlestar Galactica Deadlock*

Set during the First Cylon War, *Deadlock* puts you in the boots of one of the only survivors of the Cylon attack on Picon, where the Colonial Fleet High Command was lost. Working under Rear Admiral Lucinda Cain, the highest ranking officer of the Fleet, you are expected to fight against seemingly impossible odds, keep the Quorum Alliance from falling apart, and unravel the conspiracies and interests moving in the shadows as the conflict rages on. Notable among other games is the sheer attention to detail and lore accuracy - *Deadlock* aims to fully replicate the aesthetics, feel, and desperate fighting that characterizes *Battlestar Galactica*.[Read more...]
Raider

Damage per shot | 0.3

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

## Background

To compete with the Colonial Viper developments, Cylon Raiders have shed armor plating in favour of digital reaction control systems and navigational AI assistance.

The Mk I Raider is almost as fast as the modern Viper, with the armor to match.

## Strategy

Works better with more of them, with a Wardriver’s companion (with Jamming mode) and best with a squadron oriented carrier (Cerberus best) setup too to get squadron superiority in the battlefield.
Armor Piercer

Damage vs. armor | 12

**Armor Piercer** is a munition type in *Battlestar Galactica Deadlock*.

## Background

Effective against armor plating. Low hull damage.

## Overview

Armor-piercing munition is a misnomer; it would be more accurate to call this *armor-stripping* ammunition, as this will greatly reduce an enemy's armor, but do very limited impact to the hull points. This is a guided munition, and salvos will track enemy targets identified on radar (Dradis).

Because capital ships rely on both armor and hull points to maintain integrity, Armor-piercing ammunition can greatly increase the effectiveness of hull-based and hull/armor-damaging munitions, such as the Guided Missile, Torpedo, and ship ballistics (bullets, artillery, and flak). In areas fully stripped of armor, all damage depletes hull points directly.

## Strategy

While this is a very useful munition, its severe limitation on hull damage means that players need to use it in tandem with a hull-depleting follow up.

The Ranger and Janus-class capital ships benefit the most from using this in a munitions slot, as they can immediately fire a follow-up of munitions to damaged areas of enemy ships. As such, they can use a one-two punch of sorts, using the armor-piercer to strip the outer defense and fire a second salvo of Guided Missiles or Torpedoes to further cripple or destroy the enemy vessel.

Use with Battlestars will depend on the player's preference in using escort screens or a direct-fire approach. For a screen, place Armor-piercing ammunition in one of the escort ships to advance the forward attack, then load the Battlestar with to focus fire on the follow-up. Conversely, the Minerva-class battlestar can use this in a direct capacity, using one munition slot for the Armor-piercing munition and the second slot for a forceful follow-up. Very aggressive players may use the Nuke as the follow-up shot (160 armor/hull damage) as a finishing move for larger, more powerful enemy units; however, it is important to remember that this is a high-risk, high-reward tactic.
Battlestar Galactica Deadlock Wiki/Section 2

Guides

* How to play guide for Battlestar Galactica Deadlock
* System requirements
* Release date
* Game support

The First Cylon War

* **Campaign**
	+ Single-player missions
	+ Quorum Alliance

* **Economy**
	+ Supply
	+ Fleet points

Fleet operations
Fleets · Officers · Subsystems

* **Twelve Colonies**
	+ Postures and boost thrusters
	+ Colonial capital ships
	+ Colonial squadrons
	+ Colonial munitions

* **Cylons**
	+ System processes
	+ Cylon capital ships
	+ Cylon squadrons
	+ Cylon munitions
Postures

**Posture** is your way of influencing the crews of the individual
ships in your fleet. Posture is manipulated in the posture
screen, accessible via the ship Command menu. There is also
a quick access Posture Slider in the ship Info panel.
Posture is adjusted on a scale of +4 defensive to +4 offensive.

All ships start a battle at the neutral position. Moving the
Posture slider into a Defensive value will boost the strength
of all defensive subsystems, at the expense of its Fire Control
and Navigation. Conversely, moving the slider into an Offensive
value will increase the ship’s Fire Control, to the detriment of its
defensive and Navigation subsystems.

Hangar and CIC subsystems are not
affected by any posture value.

## Officers

In the single-player campaign, you have the ability to attach
Colonial Fleet officers to your fleets. As these officers gain
experience and are promoted, they will also gain Leadership,
which increases the Posture Effect ability in the CIC subsystems
of all ships in their fleet.

Posture Effect determines how many steps are present in the
Posture Slider scale, e.g. a Posture Effect of 6 will allow you
to adjust the Posture slider to values of +6 Defensive through
to +6 Offensive.
Celestra

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

## Background

The Celestra class support was originally a self-sustaining civilian research ship that was co-opted by Colonial Fleet.

This support uses remote drones to apply adaptive armour plating. A resupply depot has been retrofitted into the hangar, allowing Raptor crews to make supply runs mid-mission to fleet cruisers and battlestars.

## 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.

## Special abilities

Restock Munitions, Deploy Plating.

In Single Player mode, a single Celestra may be added to the player's fleet without adding to the overall fleet points. However, any additional Celestras added will cost 550 fleet points.

## Strategy

The Celestra is unique among the capital ships in the Colonial Fleet in that it has no offensive or defensive capabilities whatsoever: it is a true support-only capital ship. The primary virtue of the Celestra is that it can reinforce and resupply other units, allowing them to fight longer and harder against superior Cylon fleets.

While it is lightly armored, it cannot take a standard barrage from Cylon munitions or firepower for long. As such, players will need to consider a defensive posture with the Celestra at all times, either by placing it nearby other capital ships, such as a Heracles or Battlestar for flak coverage, or with squadron defense by Vipers or Assault Raptors.

Because the Celestra's special abilities can re-arm munitions and repair damaged armor, the ship can share a symbiotic relationship with Minerva-class Battlestars in particular, as they are lower in armor than their counterparts in the Artemis and Jupiter/Jupiter Mk II classes and have more munitions slots. Players attempting this strategy will need to adjust regular Minerva tactics to compensate, as the Celestra requires two turns to repair and re-arm the vessel, which is difficult if the Minerva is at the center of the fray.

More cautious players should consider pairing it with the Jupiter and Jupiter Mk II battlestars, as they have extra fighter support and slower speeds. Given their overall cost, the Celestra may be able to support these units with critical armor or firepower from the rear of the formation.

Aggressive players can still use the Celestra on the front lines with the Ranger or Janus and resupply/repair the crafts as they move into range; however, it is advisable to provide plenty of protection or to rotate these ships away from Cylon barrages during resupply.
Manticore

*"They zip in when the target's almost done, and clean up before the frakkers make an emergency jump to live another day."*

*-* Admiral Mckennelly, Colonial Fleet Command

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

## Background

First developed at the Scorpia fleet shipyards just a few short years before the outbreak of the first Cylon war, the Manticore class Corvette, was considered to be a fairly unremarkable design for the earliest years of its career. With many of the colonies feeling that the small vessels were not sufficiently intimidating to serve as an effective military deterrent.

Predominantly used for hit-and-run tactics and scouting missions, the Manticore also serves well in larger strike groups as a flanking element.
Long-range compatible missile tubes and an uncommon aft-facing turret configuration makes this a versatile fighter.

## 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

One effective strategy is pairing the Manticore with Nuclear Missiles once they are unlocked. The Manticore's fast speed and agility make it ideal for entering into close enough range to increase the chances of a hit before quickly disengaging once the missile has been launched. Combining the Manticore with a Celestra loaded with further nukes will increase the Manticore's lethality dramatically at the cost of additional tylium spent in the deployment phase.

A fleet of manticores equipped with guided missiles/ armor piercers can kite from long distance, with a single ship or raptor from an Adamant going straight at the enemy fleet to reveal it, then the rest of the manticores using their speed to stay out of range while bombarding the enemy fleet with missiles. This can be a great counter for Cerastes and Revenants in particular. Note this tactic does tend to leave other classes behind, including support ships.

In campaign mode, fleets comprised of single manticores can be used to scout an enemy before either jumping in or defending with a main fleet. These manticore scouts can jump in, scout, and retreat before getting destroyed, allowing a preview of any forces present. Armed with nukes, these scouts can also take out a ship before departing. While this strategy is does cost tylium, the data gathered is invaluable, allowing a player to know in advance exactly what to expect, whether a fleet is worth attacking and plan strategies before the battle’s start.
Resource Mission

**Resource Missions** are regular pop-up missions that if successfully completed, give Resource Points and Tylium, and possibly an Officer.

There is a set number of turns they can be played (five to seven). They are not necessary for campaign progression.

* Data Clean
* Diplomacy
* Espionage
* Hostile Contacts
* Separatists
* Research Station
* War Band

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

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

## Background

The basestar is the core of the Cylon fleet.

Even without the pace and armour plating of a battlestar, these command ships carry the destructive potential to annihilate entire fleets within minutes.

## 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

Click here to add a strategy!

give up
Fleets

**Fleets** are the core element of your ability to withstand the Cylon onslaguht. Managing your forces and movements is done via the fleets
tab of the Strategy Index. This tab will list all of your fleets.
Clicking on a fleet will open the ship list, from which you can
manage your fleet and rename individual ships.

Daidalos Shipyards does not count towards the seven unit
cap, and does not add Fleet Points to the total value. However,
if the Daidalos is lost in any battle, the battle will result in a
failure and you will be required to reload your last saved game.

## Jumping fleets

Fleets use FTL jumps to travel from location to location on
the war table. Use the Jump Command from the Ship List
to move a fleet. When the Jump button is clicked, you can
select the intended destination either by selecting it from the
Strategy Index, or clicking on it directly on the table.
If a fleet has jumped recently, the FTL drives of the ships will
need time to spool up again. The FTL Recharge amount will be
displayed under the Jump button. This is the how much tylium
it will cost to respool all units’ FTL drives and jump this turn.
A fleet’s FTL Recharge cost decreases each turn it doesn’t
jump.

## Transferring units

Moving units between fleets is done via the Ship List. Selecting
a unit will display the transfer and detach buttons.
If the selected fleet shares a common location with another
Colonial Fleet, units can be transferred directly between each
other.

If no other Colonial Fleets share the same location, however,
units can be individual detached from the fleet. Detached
units will be instantly assigned to their own fleet.

## Fleet Point caps

A brand new fleet cannot have units worth more than 4000
Fleet Points. This cap can be increased by Officers with the
Command skill.

Additionally, fleets cannot hold more than seven units, regardless
of Fleet Point value.
Clusterbomb

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

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

## Background

Cylon Smart Proxy Mines use a combination of DRADIS and guidance systems to lock onto any hostile ship that comes within detection range. The mine uses reactive control jets to propel itself towards its target, and then detonates on impact, causing substantial armour and hull damage.
System processes

Cylon forces don’t rely as much on coordinated crews as they
do **processing power**. When playing as Cylon units in multiplayer
or skirmish mode, instead of access to the Posture slider, you
will instead of complete control of each individual subsystem via
the system processes screen. System Processes is accessed
via the ship Command menu, or the ship Info panel.

Like Colonial ships, each Cylon unit has a CIC subsystem.
Instead of Posture Effect, however, there are two functions:
processing power and system overclock.

* Processing Power is the finite amount of power to be distributed between the unit’s subsystems. This number varies between units depending on subsystem arrangements.
* System Overclock is the amount by which a subsystem’s Strength can exceed its Health. adjusting processes

To redistribute power between subsystems, click on the handle
inside of the Strength bar of the Subsystem you wish to alter.
As you increase or decrease the strength of the subsystem, it
will redistribute power to and from all of the other subsystems
to accommodate the change.

If there is a subsystem that you do not want to change while
redistributing power, you can click on the lock to the right of
the subsystem. This will prevent the subsystem from gaining or
losing power while other subsystems are being manipulated.
Torpedo

Damage vs. armor | 4

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

## Overview

The torpedo is a direct-fire, unguided munition for use by all factions. With reasonable damage to both armor and hull points, a large armament stack, and relatively low restock cost, it is a staple of combat for capital ships.

## Strategy

As an unguided munition, units armed with the torpedo will need to draw in close to their targets, making this munition ideal for ranged scouts and perimeter escorts.

Because of its low range, the torpedo benefits from use *after* other guided munitions, such as the Guided Missile or Armor-piercing salvos. In general, the torpedo is an effective follow-up weapon to attack weak points exposed by other ammunition.

Using this ammunition effectively requires strict attention to the firing plane on the Z-axis (e.g. is the firing unit higher or lower than the enemy unit?) as well as the firing ship's current acceleration and pitch. Firing after making a pin-point turn will cause the torpedoes to 'spray' in an arc, diminishing the overall number of hits and damage done.

To maximize effectiveness, players should focus on direct-fire in a straight line so that each torpedo strikes roughly the same spot on the enemy unit, thus weakening the area to follow-up attacks.

Use in capital ships depends on player preference, but escort ships (e.g. Ranger, Janus) may benefit more from using the torpedo ammunition, given the well-rounded nature of damage and their ability to carry multiple munitions.
Boost thrusters

Colonial Ships have a **boost thrusters** ability, which
provides additional speed at the expense of maneuverability
and combat efficiency. Boost Thrusters can be accessed via
the posture screen, as well as the ship Info panel.
When a unit uses Boost Thrusters, it will gain an additional 40%
to the maximum distance it can move in a round.

However, it
also has the following negative effects:

* Posture will be reset to Neutral, and the Engineering, Armory, Fire Control and Tech Bay subsystems will receive a -60% Strength penalty.
* Yaw Control and Pitch Control are reduced to 40%.

This ability can be very useful for tactical
positioning, but be aware that you don’t leave it on for
units about to enter contact with the enemy!