Compare Battlestar Galactica Deadlock: Reinforcement Pack (DLC) prices across 50+ stores and find the best deal. Developed by Black Lab Games. Published by Slitherine Ltd.. Released on 12/8/2017. Available on Xbox Series X, Xbox One, Xbox, PC. Genres: Single Player, Multiplayer, Co-op, Bird View, Strategy.

Four new ships, three mine types, and fresh tactical wrinkles for Deadlock's WEGO fleet combat. Slim on story, but every addition slots cleanly into campaign and skirmish alike.

Battlestar Galactica Deadlock is a turn-based 3D fleet-tactics game with a strategic layer sitting underneath, and the Reinforcement Pack is its first piece of paid DLC. Before getting into what the pack actually adds, a quick orientation for anyone still on the fence about the base game: Deadlock runs on a WEGO system where both sides issue orders simultaneously and watch them resolve together, ships track six-sided armor facings across bow, stern, dorsal, ventral, port, and starboard, and the campaign asks you to balance Tylium income, Quorum loyalty across all twelve colonies, and fleet points between every engagement. It is, in short, the kind of game that rewards a second playthrough once you understand why a Manticore scout opens angles for your guided-missile boats. The Reinforcement Pack delivers four new ships. On the Colonial side you get the Berzerk, a pocket assault carrier that functions as a force multiplier tucked inside a Battlestar strike group rather than a frontline brawler, and the Janus, a heavy-armor cruiser from old Gemenese stock built for sustained slugging matches. The Cylon roster gets the Phobos, easily the flashiest addition: a tech cruiser capable of mid-battle tactical FTL jumps with a DRADIS-integrated drive system, missile tubes, a forward hangar, and a full electronic-warfare suite. Rounding things out is the Cerastes, a fast defensive gunship loaded with high-rate-of-fire point-defense turrets designed specifically to chew through Colonial Viper squadrons. Both Cylon additions drew some early community grumbling about faction balance, and the concern is not entirely baseless: the Phobos is a lot of ship for the credits, and Colonial players who lean on Viper screen tactics will feel the Cerastes acutely. Beyond the hulls, the pack introduces three mine types that add genuine tactical texture. Proximity mines scatter shrapnel on trigger. EMP mines skip physical damage entirely and go straight for subsystem health, which in a game where losing Navigation or Fire Control can functionally delete a ship from an engagement, is a meaningful threat vector. The Homing Cluster mine uses Cylon guidance jets to actively pursue targets, making passive area denial feel genuinely dangerous rather than cosmetic. These munitions are usable in both the main campaign and skirmish mode, so the investment carries across everything you play. The honest caveat here is that the Reinforcement Pack is strictly an arsenal expansion. It ships no new missions and no new narrative content. The base game already had documented quality-of-life friction, particularly around multi-unit command for Viper squadrons and the absence of enemy unit callsigns, and this DLC does nothing to address those. If you are looking for story reasons to return to the Cyrannus system, the Broken Alliance expansion is the more substantial purchase. What the Reinforcement Pack does do is broaden your build options without invalidating anything already in the roster, and in a game where pre-battle fleet composition and munitions loadout matter as much as in-fight maneuvering, that is a real, if narrow, value proposition. For the Deadlock admiral who has already reached the mid-campaign and wants to experiment with a Janus anchor-line build or run a Berzerk off the flank of an Artemis Battlestar, this pack delivers exactly what it promises, nothing more. Diego, Scout Team

Battlestar Galactica Deadlock: Reinforcement Pack (DLC)
Single PlayerMultiplayerCo-opBird ViewStrategy

Battlestar Galactica Deadlock: Reinforcement Pack (DLC)

Dec 8, 2017Black Lab GamesSlitherine Ltd.
GamerScout Says

Four new ships, three mine types, and fresh tactical wrinkles for Deadlock's WEGO fleet combat. Slim on story, but every addition slots cleanly into campaign and skirmish alike.

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About Battlestar Galactica Deadlock: Reinforcement Pack (DLC)

Battlestar Galactica Deadlock is a turn-based 3D fleet-tactics game with a strategic layer sitting underneath, and the Reinforcement Pack is its first piece of paid DLC. Before getting into what the pack actually adds, a quick orientation for anyone still on the fence about the base game: Deadlock runs on a WEGO system where both sides issue orders simultaneously and watch them resolve together, ships track six-sided armor facings across bow, stern, dorsal, ventral, port, and starboard, and the campaign asks you to balance Tylium income, Quorum loyalty across all twelve colonies, and fleet points between every engagement. It is, in short, the kind of game that rewards a second playthrough once you understand why a Manticore scout opens angles for your guided-missile boats. The Reinforcement Pack delivers four new ships. On the Colonial side you get the Berzerk, a pocket assault carrier that functions as a force multiplier tucked inside a Battlestar strike group rather than a frontline brawler, and the Janus, a heavy-armor cruiser from old Gemenese stock built for sustained slugging matches. The Cylon roster gets the Phobos, easily the flashiest addition: a tech cruiser capable of mid-battle tactical FTL jumps with a DRADIS-integrated drive system, missile tubes, a forward hangar, and a full electronic-warfare suite. Rounding things out is the Cerastes, a fast defensive gunship loaded with high-rate-of-fire point-defense turrets designed specifically to chew through Colonial Viper squadrons. Both Cylon additions drew some early community grumbling about faction balance, and the concern is not entirely baseless: the Phobos is a lot of ship for the credits, and Colonial players who lean on Viper screen tactics will feel the Cerastes acutely. Beyond the hulls, the pack introduces three mine types that add genuine tactical texture. Proximity mines scatter shrapnel on trigger. EMP mines skip physical damage entirely and go straight for subsystem health, which in a game where losing Navigation or Fire Control can functionally delete a ship from an engagement, is a meaningful threat vector. The Homing Cluster mine uses Cylon guidance jets to actively pursue targets, making passive area denial feel genuinely dangerous rather than cosmetic. These munitions are usable in both the main campaign and skirmish mode, so the investment carries across everything you play. The honest caveat here is that the Reinforcement Pack is strictly an arsenal expansion. It ships no new missions and no new narrative content. The base game already had documented quality-of-life friction, particularly around multi-unit command for Viper squadrons and the absence of enemy unit callsigns, and this DLC does nothing to address those. If you are looking for story reasons to return to the Cyrannus system, the Broken Alliance expansion is the more substantial purchase. What the Reinforcement Pack does do is broaden your build options without invalidating anything already in the roster, and in a game where pre-battle fleet composition and munitions loadout matter as much as in-fight maneuvering, that is a real, if narrow, value proposition. For the Deadlock admiral who has already reached the mid-campaign and wants to experiment with a Janus anchor-line build or run a Berzerk off the flank of an Artemis Battlestar, this pack delivers exactly what it promises, nothing more. Diego, Scout Team

Tags

xboxWEGO TacticsFleet CompositionArmor FacingMine WarfareFaction AsymmetryArsenal ExpansionSkirmish-CompatibleFirst Cylon War

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Game Info

Developer
Black Lab Games
Publisher
Slitherine Ltd.
Release Date
Dec 8, 2017

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