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Artoo-Detoo In Red 5
Review by: Carl 'Mike' Hardy, The Flight Leader, Red 32
05/26/00 

     What a great card!  What a stupid picture!!!
     Geez, this has got to be one of the best examples of "what-were-they-thinking" card art this game can put out.  I mean, they could have saved some money and got me to get my girlfriend's 13 year old put a bowl on his had and sit him down in a card board box!  Sheesh!
     Crumby pictures aside, let's take a look at what this card's gonna do for you:
     It's got dual destiny.  A zero for those hard to get Sense destiny draws and, the highest in the game, a seven, for maximum attrition/ card retrieval.
     For a cheap deploy of 4 you'll get a forfiet of 5, a power of 5, a maneuver of 6 and a hyperspeed of 7!  If that wasn't cool enough for you, any Luke of ability less than 5 deploys free aboard.  Plus, with Luke on board, the ship sports an immunity of attrition to anything less than 5.
     I'm not sure if these stats are worth putting a Luke in space.  Especially with the prospect of the new Jedi Luke coming in the Death Star II set.  There are a lot of better characters that are more suited for space combat:  Wedge, Boshek, Leslomey Tacema, ect.  Leave Luke on the ground, with his stick, where he does the most good.

Red 32's Combos: 
Artoo-Detoo In Red 5 + Wedge + Rebel Flight Suit = Power 8, can draw battle destiny if not able to other wise and immunte to attrition of less than 4.
Artoo-Detoo In Red 5 + Darklighter Spin = When you can draw destiny it'll be a destinby of 6.

Red 32's Special Dark Side Combo:
Artoo-Detoo In Red 5 vs. I've Lost Artoo! = Talk about style points!  Punch out Artoo with the card that has the picture of Artoo getting punched out!

Red 32's Power Ratings: 
Ground = 0 
Space = 8.0