Special Rules. The S.P.A.R.K abides by the special rules all sparks must abide by.
S.P.A.R.K. The ALM-02 ACE is a light military flying S.P.A.R.K.
Antimagic Susceptibility. The ship is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the ship must succeed on a Constitution saving throw against the caster's spell save DC or fall incapacitated for 1 minute.
Armor Plating. Whenever the spirit engine takes bludgeoning, piercing, or slashing damage, it can choose to have the armor plating take some, or all. The ALM-02 ACE has an AP rating of 30, but can only use 10 per instance of damage.
Laser Gun. Ranged Weapon Attack: (+ Dexterity Modifier & Proficiency Bonus) to hit, range 300 ft., one target. Hit: (2d4 + Dexterity Modifier) fire damage. Special Rules: ROF (2), Laser
MT-02 Missile Launcher. Ranged Weapon Attack: (+ Dexterity Modifier & Proficiency Bonus) to hit, range 80/250ft., one target. Hit: (3d10 + Dexterity Modifier) fire damage. Special Ruler: Reload (3), Missile. Saturation notes: 20-foot radius dealing 12d6 fire damage with a DC equal to 12 + Proficiency bonus Dexterity saving throw.
Advanced Targeting Module. As an action, you stack additional targeting information on a target you have target-locked. Until the end of your next turn, any missile hardpoints fired at that target have advantage.
Chassis Resistance. If the ALM-02 ACE takes damage, the pilot can use their reaction to reduce the damage dealt by 1d6.
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