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===Sponsors=== The "factions" of Gaslands, each sponsor offers different benefits to the gang. Some Sponsors, however, have requirements that prevent the player from taking certain vehicles. The original version contained six of them with two added through Time Extended supplements. Refueled version added another five. The Sponsors are as follows. *'''Rutherford''' - The Doug Dimmadone (owner of the Dimsdale Dimmadome) of the game. Gangs sponsored by Rutherford specialize in causing large amounts of damage. If you are not using a ammo token with every attack, then this is not the sponsor for you. Gangs with his sponsorship can purchase a tank and helicopter, get more ammo for ammo weapons, and gain audience tokens for causing lots of damage. Rutherford's main weakness is that his gangs lack light vehicles. This means that aside from performance cars, Rutherford can't activate vehicles in the higher gear phases. Perk wise, his gang is powerful at causing damage and tanking hazard tokens. A good sponsor for new players. *'''Miyazaki''' - The drift queen of the game. Gangs sponsored by Miyazaki are all about maneuverability. Perk wise Miyazaki is the only sponsor to use the daring perk list, which emphasizes movement. Her audience token benefit is conducting spins and slides with her cars. Basically Miyazaki can drive circles around her competition. However, Miyazaki lacks access to heavy vehicles like trucks and war-rigs <s>(though oddly enough monster trucks are ok)</s> That got errata'd. Nothing Heavyweight, nothing with a handling value of 2 or less. If you loved Initial D and Tokyo Drift, than Miyazaki is the sponsor for you. *'''Mishkin''' - Russian Mad Scientist, nuff said. Gangs sponsored by Mishkin have access to some bizarre weapons and perks that at times can be both a hindrance and a blessing. Mishkin weapons tend to attack indirectly (and at times indiscriminately as is the case with the arc projector and the thumper). His weapons also use ammo, though this is not so much a problem as he can reload by driving in higher gear phases. Perk-wise Mishkin is the only sponsor with access to Technology perks. Technology perks are all over the place in content ranging from regaining health, teleporting, and gaining random perks from other perk lines. Mishkin's strength is also his weakness. His weapons are not the most reliable in hurting the enemy. His technology perk selection is powerful, but too situational at times. Overall, Mishkin is unpredictable to both his players and opponents. *'''Idris''' - Speed, pure speed. Idris is all about moving fast and covering lots of ground. With his cheaper nitrous and audience token generation from going the distance, Idris should always be moving fast. The problem with Idris is that he has difficulty with maneuverability. He can go the distance - though sometimes straight into a wall. Idris also can't take gyrocopters, but honestly that's not much of a hindrance. That being said, Idris has a easy time generating audience tokens, especially if motorcycles are involved. Always pony up for turrets - you can't reliably position enemies behind you, and no-one's suicidal enough to get in front. *'''Slime''' - Delinquent King of the Australian wastes. If reckless driving is your style, Slime is for you. His special ability pinball can allow for vehicles keep activating, allowing for multiple movements in a single gear phase. Perk wise, Slime prioritizes movement and close combat. You want to be up close and personal when playing as slime. Reckless driving is also how Slime gains audience tokens - you need significant numbers of hazard tokens to get one. Itβs here where Slime's weakness comes into view. Due to his method of gaining audience tokens, buggies are kind of the go-to vehicle for Slime (they're cheap and don't take damage when they inevitably Wipe Out). Problem is, while they can reliably '''survive''' wipeouts, their health points are poor. You could go for better vehicles, but those can't survive your constant wipeouts. Overall, players using Slime need to recognize what they can and can't get away with. *'''Warden''' - Death Race: The Faction. The Warden relies on cheap cars that go boom. Her two abilities allow Warden to make her vehicles cheap by reducing their hull points, and generate audience votes if her cars blow up. Perk wise Warden emphasizes melee combat and hazard token manipulation (IE preventing a car from wiping out and to cause tremendous damage when the car reaches its target). The problem with Warden is her Audience token generation and her combat effectiveness. Remember, you need to destroy your own car to generate a audience token. Not only that, but your vehicles are weaker and more prone to exploding. Overall Warden is not easy to play, but rewarding if you can make your plans work. Note that the errata have changed which vehicles you can apply "Prison Car" to and tweaked the price. *'''Verney''' - Death Race: The Sequel. Verney is the sole driver of Warden's prison cars that managed to complete the race and become free. He is now an engineer for hire who builds vehicles specialized in defensive driving. His cars are equipped with, you guess it - a Tombstone. Tombstone is a large and heavy armour place that reduces shooting damage incoming to the rear of your car. You can also take some hazard tokens to treat any collision with this vehicle a head ons. Scary stuff!Another main thing about Verney is an extensive use of dropped weapons. Mines, napalm, et cetera - you can drop more than one on each activation, and you get audience points each time a dropped weapon template you dropped is removed from play.You can equip your cars with a special armour that's a bit more expensive but takes no slots to install.Get in front of the pack and stay there - thats the safest place you can be (thanks to the tombstone) - and start raining mines, caltrops and glue on your opponents. *'''Beverly''' - Ghost riders in the sky! Only one of your cars is corporeal and can be used to actually damage your opponents... and only that one can actually win the race. All other cars are wraiths that roam the track sucking souls from other vehicles by touching them. They can then touch your main car to either give you audience votes or heal your damage keeping your only scoring vehicle in good condition. Your respawns are cheap and you can return your cars to the playing area no matter what caused them to be eliminated. Disqualification, wrecking, explosion - whatever happened, wraiths are unstoppable and will return to haunt the race track again. Your wraiths should preferably be as cheap as possible, naked buggies or even motorcycles (if you have models for them) are best just because you need no fancy equipment. They are best because they are cheap. Remember, you just need to touch the opponent and then yourself (but hey, keep your hands on the wheel, this is a serious game) = profit. Oh and protect your main ride. That's the soul anchor. You loose all vehicles the moment the corporeal one goes down. *'''The Order of the Inferno''' - Yandi Idris fuelled the Idris Cult of Speed until he died in a fireball (tho the body was never recovered) and now, after his explosive death, he is the head of a new sponsor - The Cult of Flame. While the Idris sponsor's Cult of Speed is all about driving a large group of cars faster and faster until you pass the finish line and explode, the Cult of Flame is all about exploding first and only then actually racing. You receive a bonus to evasion when you are On Fire. You also reduce the amount of damage you receive from fiery weapons. Playing a small number of tough vehicles synergizes well with fire damage reduction and with your method of obtaining audience votes. Or if you have balls to do that you can go for a large number of weak vehicles for some epic conflagrations. Just don't get too many collision damage in the early game or you might have no time to use your other tricks in the middle to late game. However you are going to play please prepare some magnetized flames to attach to your cars in game to better represent what is this sponsor all about! *'''Scarlett''' - Road pirates. Literally. Make your cars look like ships for maximum fluff. Crash into other and board them stealing their crew. Scarlett sponsor is all about human resources. Manage yours and and your opponent's crew by crushing into them. Make sure, if it's possible, to stay in contact with opposition - if you touch the opponent when they are wrecked (either by collision or by shooting done by someone else) you get crew or audience votes. And you can sacrify your crew to drive more stable or to remove hull from the opponent you touch. *'''Highway Patrol''' - Zealots who are on the mission to force some road rules into the racing. Your cars are homing missles. You designate a car you plan on wrecking and receive bonuses against them and if you are lagging behind too much you receive additional moves. Wreck your target and move to another one. Keep close to the opponent to stress them to give them more hazard they can manage. *'''Rusty's Bootleggers''' - Redneck moonshiners. Driving drunk results in your inability to go straight - straight templates are illegal! The positive side is that you can use veer on any gear which is good stuff actually. You also wipeout on 8 hazards instead of 6. AND you get... trailers! Ever wanted to drive a ferrari with a trailer loeaded with booze, pigs and a frikking jet engine? Now you can. *'''Maxxine''' - If you think you are sooo experienced with the game that you can perfectly visualize any of the Gaslands templates on the track at will then you are maybe ready to drive Maxxine. This sponsor favours powerslides, near collisions, synchronized drifting in tandem. Aaand you can legaly spin on a single skid dice roll like the BMW spins in Die Antwoord's Baby's on Fire video!
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