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At a density of 100% tox gas, toxic buildup takes about 45 seconds to reach 100%, resulting in death.
 
At a density of 100% tox gas, toxic buildup takes about 45 seconds to reach 100%, resulting in death.
  
The [[Genes#Tox immunity|Tox immunity]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]] genes render a pawn immune to tox gas. Wearing a [[gas mask]] will prevent the direct effects of tox gas but will only substantially reduce the toxic buildup effect, not totally eliminate it. While additional protection factors can mitigate toxic buildup, the genes may still be preferable since gas masks prevent the wearing of helmets.
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The [[Genes#Tox immunity|Tox immunity]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]] genes render a pawn immune to tox gas. Wearing a [[gas mask]] will prevent the direct effects of tox gas but will only substantially reduce the toxic buildup effect, not totally eliminate it.
  
 
Tox gas follows general gas mechanics. A high density of the gas can easily be reached in smaller spaces (for example a small valley).
 
Tox gas follows general gas mechanics. A high density of the gas can easily be reached in smaller spaces (for example a small valley).
  
Note that a pawn with Breathing 60% or less will die instantly upon reaching severe tox gas buildup. This includes an otherwise healthy pawn who is missing a lung. A single [[Detoxifier lung]] is not efficient enough to prevent this.  
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Note that a pawn with Breathing 60% or less will die instantly upon reaching severe tox gas buildup. This includes an otherwise healthy pawn who is missing a lung.
  
 
<Effects and gas mechanics here>
 
<Effects and gas mechanics here>
  
 
== Analysis ==
 
== Analysis ==
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Unless you do not care about pollution, creating tox gas by shooting or burning it is not recommended as the [[toxic wastepack]]s will eventually detoriate.
  
Although toxic buildup is often dangerous, the tox gas effect itself is a more serious concern when dealing with [[Pirates#Waster_Pirates|Waster Pirates]]. If your colonists are not immune, they suffer the full irritant effect of the gas ''regardless of their resistance to toxins'' - it is not blocked by any combination of equipment, genes or bionics except for those listed here.
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<Uses, risks, management, strategies, vent use? etc>
 
 
Only humans are affected by the irritant effect of tox gas - animals ignore the gas effect entirely.
 
 
 
Tox gas buildup has no lingering effects once it has dissipated, so is largely ineffective against raiders that aren't already injured. To use this effectively, one possibility is to combine tox gas and explosives - blasts that inflict high damage but don't immediately incapacitate can quickly down if boosted with pain shock, toxic buildup or breathing penalties.
 
 
 
To defend against tox gas it's best to handle any equivalent dangers first and then move particularly vulnerable defenders.
 
Alternatively, any combination of war animals, turrets and mechanoids could handle more hazardous areas while your colonists focus on keeping them covered.
 
 
 
Unless you do not care about pollution, creating tox gas by shooting or burning it is not recommended as the [[toxic wastepack]]s will eventually detoriate.
 
 
 
{{<Uses, risks, management, strategies, vent use? etc>}}
 
  
 
== Version history ==
 
== Version history ==

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