anchor spikes
$
120.00
Commerce Value
1
lb.
Weight
Complexity

3

Character

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AnchorSpikes

Spawns in

Items

[Implant] - anchor spikes

Spikes tipped with crysteel are sutured to the skeleton and shoot through the skin and ground when tensed.

You cannot be forced to move by physical means.

Target body parts: Feet
License points: 2
Only compatible with True Kin genotypes

Perfect


Cybernetic Info
License point cost

2

Slots

Feet

Destroyed when removed

No

anchor spikes is a lower cost feet-exclusive cybernetic which protects the user from various types of forced movement.

Upon installation the user is granted access to the toggleable "anchor spikes" ability, which while active provides the user with immunity to most types of forced movement, including pulling attacks such as the Sticky Tongue of bloated pearlfrogs, knockback effects such as from creatures with the Slam skill, slipping in certain liquids like slime and oil as well as providing protection from objects capable of moving creatures such as industrial fans.

Despite the broad protection offered, the user is still vulnerable to movement from certain reality-distorting effects, all of which being related to Teleportation in some fashion. Such effects include theTeleport Other-like abilities of voiders and greater voiders as well as the on-contact teleporation of aloe portas and yonderbrushs. However, despite technically being considered reality-distorting, the user will not be moved by the effect of gravity grenade mk IIIs or the projectile generated by Stunning Force.

While not directly stated in the description prone effects are also considered forced movement, meaning that while the cybernetic is active, the user is effectively immune to all forms of prone, including from indirect sources such as the sleep gas generated by sleep gas grenade mk IIIs, though it is still possible to fall asleep if too much of the gas is inhaled, the user will just not be knocked prone.

Advantages & Disadvantages

Advantages

  • Enemies capable of forced movement and inflicting prone are present at most stages of the game.
  • Prevents the user from being repeatedly knocked prone to death.
  • Immunity to forced movement can be useful for avoiding hazards or pools of dangerous liquid such as  lava or  acid.
  • Low cost allows for easy installation without greatly affecting the user's ability to install other cybernetics.

Disadvantages

  • Certain cybernetics also installable in the feet can indirectly reduce the risk of being kocked prone while still having other utility, such as  motorized treads with it's +4 to forced movement saves and the additional 150 movement speed that can in many cases allow the user to outrun objects or enemies capable inflicting prone or forced movement.
  • Does not provide a complete consistent benefit. Some feet cybernetics such as  pneumatic pistons can be used at the user's discretion, while anchor spikes having any impact is dependent upon outside conditions.

Notable Use Cases

There are various scenarios where being immune to involutary movement has strong utility.

Use Case
Prevents the user from being knocked prone by the otherwise almost universally deadly charge attack of  galgals, removing most of the danger of facing it.
Prevents the user from being knocked prone and possibly afflicted with liquid-dependant negative status effects by the  sewage eels commonly found in  Golgotha.
Prevents  tongue tyrants from pulling and potentially engulfing the user, making the  Palladium Reef moderately less dangerous to explore, especially for lower-level characters.
Allows the user to walk on active-conveyor belts such as those found in the  Tomb of the Eaters without being involuntarily moved, reducing the chance of being inadvertently thrown into the path of environmental hazards such as  rotating machine arms or the potentially deadly  machine press.
Prevents the user from being repeatedly knocked prone by the  Shield Slam skill of  Knight Templars and  Knight Commanders of the Holy Temple, making it much eaiser to dispatch them in melee.
Prevents the  rhinox from launching the user into walls and objects with it's Multiple horns ability, reducing the overall damage potential.

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