Editing Venom fangs

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The venom fang is a somewhat weak melee implant that can inflict the toxic buildup debuff when used. It is weaker then a [[quality|normal quality]] [[steel]] [[longsword]] against unarmored enemies, and falls even further away against [[armor]]ed foes due to its worse armor penetration. As a dedicated melee weapon it is outclassed by all other melee implants unlocked by the compact weaponry and poison synthesis [[techprint]], and is massively outclassed by most dedicated melee weapons. It should not be considered as a pawn's primary offensive option.
 
The venom fang is a somewhat weak melee implant that can inflict the toxic buildup debuff when used. It is weaker then a [[quality|normal quality]] [[steel]] [[longsword]] against unarmored enemies, and falls even further away against [[armor]]ed foes due to its worse armor penetration. As a dedicated melee weapon it is outclassed by all other melee implants unlocked by the compact weaponry and poison synthesis [[techprint]], and is massively outclassed by most dedicated melee weapons. It should not be considered as a pawn's primary offensive option.
  
The primary benefit of fangs over other implanted melee weapons is that it blocks neither artificial arms nor artificial legs from also being used.
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Despite the fact that it is outclassed by all similar weapons in terms of melee capabilities, the ability to cause [[toxic buildup]] to enemies allows for some very specific but otherwise useful uses. When fighting an enemy [[raider]] there is a high, but random, chance they will be die upon being downed regardless of injuries if the reasons for it are going into [[pain|painshock]] or having less than 15% movement. However, if they are downed through other means such as extreme [[toxic buildup]] it will bypass this dice roll and they will live. This allows you to capture specific enemy [[raiders]] alive in a fairly reliable way.  
 
 
Despite the fact that it is outclassed by all similar weapons in terms of melee capabilities, the ability to cause [[toxic buildup]] to enemies allows for some very specific but otherwise useful uses. When fighting an enemy [[raider]] there is a high, but random, chance they will be die upon being downed regardless of injuries if the reasons for it are going into [[pain|painshock]] or having less than 15% movement. However, if they are downed through other means such as extreme [[toxic buildup]] it will bypass this dice roll and they will live. This allows you to capture specific enemy [[raiders]] alive in a fairly reliable way.
 
  
 
== How to capture an enemy alive ==
 
== How to capture an enemy alive ==

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