Tag Archives: Annie Halfacree

DEATH’S HEAD #10: A STARK ENDiNG

It’s been such a fun ride but all good things must come to an end (to use two clichés) and this is the final issue of Marvel UK’s Death’s Head, which came to an exciting end on this day 35 years ago when he clashed with Arno Stark, the Iron Man of (the then-futuristic year of) 2020. The cover is by regulars Bryan Hitch and Mark Farmer, but for the strip itself Bryan goes it alone, with Euan Peters (Knights of Pendragon, Action Force, Transformers colourist/designer/editor) colouring behind Annie Halfacree’s letters, with Steve White editing and Simon Furman bringing it all to an end.

Not that the story reads like an ending. Strangely, even though the final issues of both Dragon’s Claws and Death’s Head were flagged as such in the editorial pages of Transformers, neither of their last editions actually said so, although with hindsight it’s clear the editorial team knew. While the Head Lines page still includes the “Subscribe Now!” banner it’s followed by a glimpse of Death’s Head crossing back over into Fantastic Four after they’d appeared in #9. It’s clear this is telling us where we can see him now that his comic is over, but at the time it could easily be mistaken for a regular plug for a crossover before #11.

Now trapped in 2020 (what a year to be sent to!) Death’s Head is making the most of things and business is good. In fact, in a turn up for the books, for once the far future dystopian time of the comic (8162) actually has less crime than 2020 according to our main character. So he can afford to be choosy. As such, he’s suspicious about his latest client. But first, let’s check in on our special guest.

Both of Iron Man of 2020’s stories so far were selected as back up strips in Marvel UK’s Transformers comic

So who is the Iron Man of 2020? Arno Stark may have inherited Stark Industries but he’s no hero. Instead, he uses the suit in his role as a mercenary for hire for individuals and sabotage for corporations. This was his third appearance in Marvel comics. The first was in the rebooted Machine Man of 2020 mini-series where the old tech of Machine Man won over the futuristic Iron Man thanks to his having a good heart.

Then in Spider-Man, in a plot I won’t go into detail about Arno travelled back in time to 1986 to avert a disaster involving his home city, his business and his family. But his means of doing so put him at odds with Spidey, who defeated him. Upon returning to the future his entire city had been destroyed, taking his family with it. In a surprise turn, we were left feeling sorry for him. Both of these stories were selected as back up strips in Marvel UK’s Transformers comic.

There’s no mention here of the events in the Spider-Man strip but he is in New York, a different city than normal so it would seem to follow on after it. In the opening pages we find out he’s been hired to protect some foreign dignitaries. The only thing is, they don’t seem to understand why; they haven’t hired him and say they aren’t in danger. Some hitmen do turn up and Arno kills them all very easily, after being told to take no prisoners. But something doesn’t sit right with him about the job.

We then take a trip to a large mansion somewhere and a very rich man by the name of Chance and his English butler Athey have been watching the events pan out. In fact, their conversation has acted as a running commentary over the opening pages. They’re part of The Dicemen, a group who appeared in various Marvel comics although there’s little information about them online. They’re basically a bunch of rich elites who like to play games with other people’s lives.

One hard and fast rule of The Dicemen is to never use the same players twice, but Chance thinks there’s more fun to be had in using Iron Man again, especially when Athey shows him a news report of Death’s Head taking down some local warlords. The game is on. Athey will approach both of them, Death’s Head for a hit and Arno as the protector. Then, after eight pages of strip in his own comic it’s time for the Freelance Peace-Keeping Agent to finally make his entrance.

That reminds me of something we’d have seen from RoboCop. I love it. This criminal group have kept a young child hostage for a ransom and Death’s Head easily disposes of them, partly thanks to a collapsing ceiling in the middle of the fight. After seeing him rescuing another young boy last month and how he speaks to this child does our anti-hero have a soft spot we didn’t know about? I do like how the kid is seen playing with his face spikes as they exit the building together.

Arno isn’t the only one suspicious of the job he’s been given. Death’s Head’s inner thoughts betray what he really thinks about Athey after he’s hired to kill two diplomats and given half the large fee up front. It all seems too easy. So both men have been hired and in the middle of a shopping mall the diplomats are arguing with Iron Man that they didn’t ask for, nor need protection as he pushes them into a lift, and it’s time for Death’s Head to tell someone else to talk to the hand.

The fight scene is classic Death’s Head and classic Simon Furman, with the quips matching the violence panel after panel. But Arno is deadly serious and the anger he feels at being potentially set up is taken out on the mechanoid as he blasts them both into the night sky, shouting that he won’t let him butcher innocent people in what feels like (when reading this fully, in context) that he’s trying to convince himself he’s actually doing the right thing. It’s actual character development from someone who only cared about money before. It seems losing his family has brought out his better side.

Then we turn the page to this spread below which contained a genuinely shocking moment had the front cover not used it to promote the story. You can’t really blame them though, of course they were going to use it. Although, from the speech balloon on the cover I thought Death’s Head had taken over Iron Man’s suit somehow, so I was initially a bit disappointed I was wrong in that conclusion. That disappointment soon turned to laughs when I saw what happened next though.

Again his hand is used as a great gag and over the next page or two Death’s Head tells Arno that he believes him and agrees that they should work together to get to the bottom of who has used them, however he’s still angry with him and just has to work that out of his system first, by beating seven shades of blue out of him. Then, clipping his head back into place like a Transformer Headmaster he’s able to detect a camera filming them for Chance and locates the signal controlling it.

Cue a few pages of Chance panicking before Athey, a long time loyal member of The Dicemen himself, shoots his boss point blank in the face and sets the scene up to look like a suicide. He leaves their money in cash so as to trick Death’s Head and Iron Man into hanging around, but they soon pick up a detonation signal and narrowly escape the destruction of the mansion. Then it all very suddenly ends in two panels.

This is directly after the explosion panel. It feels very cut down and a bit of a rushed ending, making way as it does for two pages of panels with yellow borders, telling of how Spratt arrives in 2020 and crashes Death’s Head’s ship, somehow bringing Big Shot with him who takes up the final splash page, coupled with a Happily Ever After caption! While this may have been the original cliffhanger taking us to #11, the rushed ending with Iron Man makes it seem like this whole section was added in at the last minute. But why do this for the final issue?

It’s not how I expected it to end. Yes, Death’s Head has been a surprising comic on many occasions but I did expect something along the lines of how the final chapter of Dragon’s Claws wrapped things up satisfactorily while leaving things open-ended. Was the chop brought down suddenly on the writer? It’d explain why the secretive woman hinted at in the last couple of issues isn’t mentioned, the mystery not revealed, actually not even acknowledged here. That’s incredibly annoying. But perhaps there’s hope in a graphic novel to come. More on that below.

There’s a bit of a dig at those
high up in Marvel UK

After the strip comes the Head to Head letters page and a chance for the comic to throw out more hints that this is the final issue. Perhaps there were instructions from on high to not mention the end for some reason. Perhaps they didn’t want potential buyers flicking through the pages, realising there’d be no more and not buying it. Whereas, mentioning it in stablemate comics may lead those readers to part with their pocket money for a collector’s final issue. This is all speculation of course.

However, as you’ll see there’s a bit of a dig at those high up in Marvel UK in the answer to the first letter. For the second letter, in response to a lack of free gifts the reader is told to go and check out a different comic, but the most obvious (again, with hindsight) hint comes at the end of the response to the final letter. It was always annoying when a comic just stopped without telling us, so kudos to the team for trying to tell the readers without really telling them.

So what’s next for Death’s Head on the blog? Is that the end of it? Not quite. After his original series he popped up in a serialised story in Strip (between #13 and #20) which was then collected in graphic novel The Body in Question. Given the real time nature of the blog you can expect that in October next year. It’s a long wait for me but I set these rules so I must follow them. I can’t wait to read it though. Will I be covering his return as Death’s Head II and III? Let me finish his original timeline first and we’ll see what the future holds.

After that frustrating ending I really can’t wait for the graphic novel to see if any further questions are answered. If they are that would explain some things about this issue. Don’t tell me if you know though! I’ll find out next year. This series has been a blast from beginning to end. I can’t believe it’s taken me so long to read his own comic after I enjoyed him in Transformers decades ago, but Death’s Head was certainly worth the wait, yes?

iSSUE NiNE < > THE BODY iN QUESTiON

DEATH’S HEAD MENU

DEATH’S HEAD #9: HEAD WiTH A HEART

With a cover by none other than the legendary Walt Simonson (Thor, Star Slammers, Jurassic Park) and Mark Farmer, the penultimate issue of Death’s Head contains no official warning that the comic was about to come to an end. There’s a bit of a hint on the editorial page which has a ’Next Issue’ panel in place of the usual subscriptions offers, not that readers at the time would’ve picked up on this as they’d have been too excited at the prospect of our Freelance Peace-Keeping Agent meeting Iron Man next month.

After a price rise last issue we got another one this month too, by 5p again. I remember the second half of 1988 and into 1989 my comics always seemed to be increasing in price, such were the struggles of an industry at a time when readerships were declining in the face of competition from television and computer games while production costs were soaring. Death’s Head would become a casualty of these changes soon enough but let’s enjoy the issue at hand first.

The editorial describes how last month The Doctor dropped off Death’s Head in the middle of Earth’s Dark Ages, which is actually 1989. Given writer Simon Furman‘s Dragon’s Claws took regular swipes at the 80s UK government (in the comic’s future vision of Britain) this could be more about accuracy than a quick joke. Simon is back after a month away from the comic and co-creator Geoff Senior finally makes a very welcome return as artist.

I didn’t even know the big rock guy
is the leader!

As you can see The Fantastic Four are the special guests this month. I’ll admit this is the first comic featuring them that I’ve ever read. I’ve never seen an issue of theirs and never saw the cartoons as a kid or any of the movies, so I really am going into this blind. I didn’t even know the big rock guy is the leader! It starts off very light-hearted with The Thing and The Human Torch bickering in a very superhero way.

Clobberin’ Time continues new editor Steve White’s brief time behind the wheel, with regulars Louise Cassell and Annie Halfacree on colours and letters respectively. That title soon becomes tiresome though. I understand it’s The Thing’s catchphrase but he uses it so frequently I feel like shouting, “Okay, okay, I get it, kids are meant to be copying him!” at the pages. Perhaps this is keeping within character but it’s just so annoying. What is good is the funny moment this sequence ends with, where it looks like they’ve made up.

Meanwhile, up on the roof someone isn’t too happy at being dropped off in the wrong time again, much like how he ended up in 8162 in the first place, even if he did settle in there and made it his (lucrative) home. However, not only is he out of time he’s also in precisely the wrong place as The Fantastic Four’s security system automatically opens fire. I have to say for the good guys their security system is very much shoot-first-and-ask-questions-later. Although it does lead to a laugh or two thanks to Death’s Head quips and his long-running bad luck.

Their building is a bit naff though, as huge holes are blasted open and its roof is destroyed as the automated weapons try and fail to take down Death’s Head. You’d think their HQ’s walls would be a bit more secure, that they’d stand up to their own security. But it’s all a bit of daft fun so we’ll not get caught up in the details (this isn’t Twitter). Using his rocket boots to fly through one of the aforementioned roof holes he finds himself in what could be described as their garage, full of hi-tech gadgets and transport.

Convinced this level of tech on 1980s Earth could mean they’d have access to a time machine, Death’s Head thinks aloud, “Just hope they’re nice, sane, normal people…” when he gets a rock hard tap on the shoulder. Meanwhile, back in the Los Angeles of 8162 Spratt is still fighting with their pet vulture (see #5) and takes another phone call from the mysterious woman in previous issues who’s been proclaiming she’s his business partner’s love. This time we also see part of her attire.

I’m still none the wiser although I’m assuming she must be a known character, given how she’s slowly being introduced. The Evil Dead’s Death Nell? If you remember the identity of the caller please don’t tell me in a comment or on socials; no spoilers! Hopefully I’ll find out in our final issue. As for this special crossover event it boils down to The Fantastic Four’s not-so-fantastic security program going rogue and dispatching a hovering droid to see off everyone.

At the beginning of the issue Reed Richards is working on one of the computer chips powering it and he was interrupted by the infighting, inadvertently making a mistake and corrupting the programming. At least this is the suggestion that’s thrown out by Reed, it’s never actually confirmed. With their bickering and the over-zealous zapping at Death’s Head having destroyed a lot of the building, it goes into full defensive mode.

During a protracted fight between the team and their new visitor it becomes clear that Death’s Head’s supposed fighting back is a case of mistaken identity. It was actually the computer attacking them but they were too busy assuming it was Death’s Head that they didn’t see the obvious. Between these reactions and the way their system was programmed I don’t have much faith in this superhero if my first impressions are anything to go by.

Eventually they calm down and think rationally, realising they need to team up with this comic’s lead character when Reed and The Invisible Woman’s child is put in danger. With Death’s Head being a mechanoid and able to hack the system that’s trying to kill them, soon it comes down to our ruthless hunter of bounties (I didn’t say it), a paid assassin, a mech programmed for self-preservation, to rescue a child.

The droid has handcuffed itself to the young boy in his bedroom, coldly using him as a bargaining chip. Now, our anti-hero isn’t exactly known for being subtle. Clicking a laser cutter onto his arm to snap the connection to the boy he leaps into the room and actually ends up damaging the droid and setting off its self-destruct! For a brief moment we see the Death’s Head we’d expect to see if this were any adult human, but it appears there’s a glimmer of a soul behind the facade.

That third image says it all and with the constant countdown you can feel the palpable sense of desperation in that penultimate panel. Superb, exciting stuff that Geoff’s penmanship is just perfect for. This may be the printed page but somehow he’s always able to make his art feel so animated when the script calls for it. After the umpteen pages of fighting earlier in the comic, after the build up in the story prior to this, this is single-handedly the most dramatic and exciting moment.

The panic it sets off is key to what’s next,
the story for our final issue

Yes, Death’s Head had to save the kid in order to gain access to their time machine but you can tell that’s not the reason he put his own life at risk. Ultimately though, this brave and heroic moment earns him the trust of The Fantastic Four and they set up their machine to take him back to 8162, a device that transports him in a green bar of energy from the feet up.

As he disappears, The Thing tells him that he had him all wrong, that the mech must be “what passes as a superhero in 8162”, to which Death’s Head tells him no, he was right all along. He then finally introduces himself by name and tells them what he does for a living…

This was a suitably funny final line for the character and the panic it sets off is key to what’s next, the story for our final issue. Back in the earlier days of reading Marvel UK’s Transformers for the blog’s Instagram the Machine Man of 2020 back up strip introduced a future-version of a certain main character in the publisher’s lineup. The hero’s identity had been completely taken over by another person. In the year 2020 Iron Man was no longer Tony Stark, he was Arno Stark.

No longer a hero, the Iron Man of 2020 was a mercenary-for-hire (which should make things interesting next month) and after being defeated by Machine Man he reappeared in a Spider-Man comic (also published in Transformers) when his family were held hostage by a killer and he had to travel back in time for the story’s resolution. The story ended in disaster, with Arno losing and seeing his city of the then-far future destroyed. His next appearance after that was in #10 of Death’s Head.

I knew Iron Man was to be the special guest star in the final issue but I had no idea it was this version and I’m super excited to see what happens. I really loved his two stories in Transformers. He was clearly the bad guy in his first appearance and for all intents and purposes was exactly the same when he returned. He was forced into a position of doing the right thing but in doing so went up against an actual hero, so young readers’ loyalties were tested. It made for fascinating reading.

I’m hoping for more of that kind of storytelling in Death’s Head next month. The pieces are certainly in place for an explosive finale and a suitably powerful send off for what has been a brilliant comic series. If it’s as good as it has been so far, and as good as those Iron Man of 2020 appearances were, then it’ll certainly take the edge off having to say goodbye. The final contract is on Monday 5th August 2024, right here.

iSSUE EiGHT < > iSSUE TEN

DEATH’S HEAD MENU

DEATH’S HEAD 8: DOCTOR… WHAT?!

As I collected Death’s Head’s comic for the blog I couldn’t help but notice the covers for the final three issues all prominently displayed characters from other publications. Crossovers were usually an event and used sparingly in my comics as a kid so my initial reaction to seeing these was that they were really, really trying to get a bigger audience for the comic, which made me think sales weren’t great. A bit of a leap perhaps, but three crossovers in a row?

This issue we see the Seventh Doctor (as played by Sylvester McCoy on TV) guest star after our Freelance Peace-Keeping Agent first appeared in Doctor Who Magazine and ended up reduced to human size by the time-traveling alien. It’s clear from the cover and the editorial inside that the opportunity for revenge has presented itself and Death’s Head intends to follow it through. But first, a surprise in the credits!

Unlike all previous issues, which were written by the character’s co-creator Simon Furman, this chapter is written by Steve Parkhouse (Nick Fury Agent of S.H.I.E.L.D., The Bojeffries Saga, Doctor Who – unsurprisingly) who also inks Art Wetherell’s (Transformers, The Incredible Hulk Presents, Sheena Queen of the Jungle) pencils. Annie Halfacree letters and Louise Cassell colours a strip that feels very different than usual. Plus, Steve White (editor of Visionaries, colourist on Jurassic Park) takes over as editor after Richard Starkings had resigned.

The plot involves Josiah W. Dogbolter, a character of Steve Parkhouse’s and Steve Dillon‘s from DWM in the Fifth Doctor days, whose company wants to make money out of time travel by privatising it. How could time travel be privatised? In the 80s we thought the same thing about water and the railways. This is clearly taking a dig at Margaret Thatcher’s government of the time, something Simon’s Dragon’s Claws was very good at. It’s nice to see this kind of satire make its way into the more comedy-focussed title.

Dogbolter finishes his speech to his shareholders and the press with the phrase, “Time IS money!!” and I have to hand it to him for that one. It doesn’t take a genius to work out that the businessman has had previous run-ins with The Doctor and that’s why he’s wanting to control the very essence of time travel. The first panel above sums up the entirety of the plot for this issue, found on the second page.

This comic could never be accused of having intricate plot lines, usually they’re just a means to an end. But when those ends are so full of character, action and laughs, when they’re so enjoyable, they do the job. This issue is no exception. Hob is Dogbolter’s robotic assistant and is sent out (in delivery boy uniform no less) to hire Death’s Head for an assassination attempt on The Doctor. Needless to say, he accepts the job.


“Poot? This is some Time Machine, yes?”

Death’s Head


What he doesn’t know is that Dogbolter was looking for “a skilled assassin who’s not only spectacularly stupid, but psychotically aggressive, amoral, and lacking any kind of imagination whatsoever” and Hob’s conclusion was to approach our lead character. It becomes apparent later in the strip why his boss was looking for someone with these particular traits. But first, on a dark and stormy post-apocalyptic night in a future Los Angeles, the powerful time travelling device gets strapped to Death’s Head and he dramatically sets off. Well, sort of.

It’s not exactly the TARDIS. A fun segment takes Death’s Head through various points in time before he’s able to find The Doctor. First of all he lands in an English parish in 1646. Leaving just moments later it was enough for the poor woman whose garden he appeared in to be sentenced to death for summoning a demon. Two huge shoed footprints are uncovered by archaeologists digging for Triassic period fossils and then he appears in front of a German tank during World War II!

Lots of laughs later we see The Doctor is also attempting to make an audience smile as he plays a court jester in a panto taking place in front of tourists on an English seaside pier. I have no idea why this is, perhaps it ties into a story in Doctor Who Magazine at the time. A loud noise from behind him sends the audience into the usual pantomime chant of “He’s behind you”, to which The Doctor naturally replies, “Oh not he isn’t”, leading to this next page.

That’s an entrance. Using some panto clichés, namely pulling a lever to open a trap door under Death’s Head and then escaping as one half of a pantomime horse (no, really), The Doctor makes his way back to the TARDIS and scarpers to another time and place. This really is all rather ridiculous, even for the far-fetched nature of this comic but then again we have to remember this was published during 80s Doctor Who.

I have a real fondness for Sylvester’s Doctor. He was my first but I didn’t start watching until the beginning of his second season (with the phenomenal Remembrance of the Daleks) when he became a darker and more mysterious character, often instigating the plot rather than reacting to an injustice. But when this comic was written only his first season had been broadcast in which he was much more of a clown, fumbling his way through time while playing the spoons!

This explains a lot about his actions in Time Bomb, and especially the ludicrous escape he’s just made. 

So he may not feel like my Doctor but it’s still an entertaining strip. Death’s Head is able to somehow materialise inside the TARDIS (this is never explained) direct from the sea he’d plunged into under the pier. An alarm sounds and soon he finds out he’s been double-crossed. Dogbolter not only ensured The Doctor would be killed but that there wouldn’t be any witnesses to tie things back to him.

Over the next couple of pages we see Death’s Head and The Doctor work together as much as they ever will, not exactly with each other but they have a mutual wish to survive and that’s enough for now. They lock on to the source of the signal and materialise on top of Intra-Venus Inc.’s (brilliant name) roof, much to Dogbolter’s chagrin. As he heads to the sub-basement shelter, inside the TARDIS Death’s Head tries to convince The Doctor to blast the straps of the machine off his back.

The patter between these two is very good. Death’s Head explains he never learned how to worry but that The Doctor is about to be blown up and end up in hell, so he tells him he’d better get to work. Using something called a Piklok (a new invention, but why not the Sonic Screwdriver?) he manages to unstrap the time machine while elsewhere Dogbolter has lost his ID card and can’t get off the elevator in time to escape before this next page.

I have an issue with this. A big one. It’s been established the time machine is nuclear-powered, so why did The Doctor not dispose of it in deep, dark space? Why bring it back to Earth? The size of the explosion is meant to indicate the end of Dogbolter and his company, but that would also include everyone else in that building and at the very least the surrounding buildings too! The Doctor would never put innocent human lives at risk, never mind actually blowing them to bits!

Back in Doctor Who Magazine #135 he also put Earth at risk by dropping Death’s Head off here, even though he acknowledged how dangerous that would be for his favourite planet. It’s not like the Seventh Doctor had it in for us humans, he held the same morals as all the rest, including the modern day incarnations (if you’re unfamiliar with the classic series). It’s a huge sticking point for me and kind of ruins the end of a fun story.

With this in mind it’s quite galling of The Doctor to then try to lecture our mechanoid anti-hero on his behaviour. Death’s Head’s response is funny though, I’ll give the strip that. The Doctor tells him that humans can evolve and change their evil ways, which Death’s Head simply describes as falling apart. After all, he’s programmed, and metal; if he changes from that then he’s literally falling apart. It’s black and white to him.


“A thousand years from now I’ll be rich… but you’ll be dead.”

Death’s Head

As The Doctor leaves he tells Death’s Head that he’s doomed, that in a thousand years people will be different be he’ll still be the same. “A thousand years from now I’ll be rich… but you’ll be dead”, he retorts. There’s no use in trying to push it, so as the TARDIS doors close he’s told he’s just a machine, a tool, one that nobody truly needs. Death’s Head muses that The Doctor is probably right, but then realises he doesn’t care; he’s home and ready to earn money again.

The final few panels pull back to reveal a not-so-subtle hint of who will be guest starring in #9. Anyone unsure (as I would’ve been at the time if I’d been reading this as a kid, I wasn’t a superhero comic reader), the answer to the final letter on the Head To Head page gives the game away not only for the next issue but the final one beyond that.

Then again, what’s the point in crossovers if you can’t market the hell out of them in advance to try to increase sales, yes?

I really enjoyed this story but that explosive ending bugs me. I don’t mean to dwell but as a fan of Doctor Who it’s just so out of character, so out of sync with what the series stands for, that I can’t let it go. I know nothing about The Fantastic Four so if they suffer the same fate I’ll be none the wiser. We’ll see how Death’s Head fares with four super-powered humans in #9, so watch out for the review on Monday 1st July 2024.

iSSUE SEVEN < > iSSUE NiNE

DEATH’S HEAD MENU

DEATH’S HEAD #7: EXPLOSiVE SLAPSTiCK

With an increase of 5p on the cover price, Death’s Head #7 hit stores today back in 1989 with this Bryan Hitch and Mark Farmer cover, while inside I’m excited to see inking duties on Bryan’s pencils are actually by Jeff Anderson, whose work I loved so much in Marvel UK’s top-selling Transformers and this combination is just superb throughout. The comic is also still offering subscriptions for 12 months so clearly there was no sign yet that even those earliest of subscribers wouldn’t be getting all of their issues delivered. (Only three more to go after this one.)

A new colourist has joined the fray, namely Stuart Place who also coloured for the company’s The Real Ghostbusters, Action Force (G.I. Joe) and Transformers, most notably the fan-favourite Dinobot Hunt story in the early days of the comic. Steve White has also taken over as editor after Richard Starkings resigned. Poor Steve, we’ve already seen his name on the blog when he edited Visionaries but it didn’t last long because the subject matter flopped, he took over Havoc just before it got unceremoniously canned and the same is about to happen here. None were his fault obviously, and he is a simply incredible artist! Check out his Instagram and make sure you see his gorgeous colouring on Xenozoic Tales in Dark Horse’s Jurassic Park!

Shot by Both Sides (as ever written by Simon Furman with Annie Halfacree lettering) is a brilliant strip, one of my favourites of the run so far. The comedy comes thick and fast in the early pages. A robotic tour guide is telling passengers on a bus what they can see to their right and left when a crashing ship narrowly averts disaster but rips off the roof of the vehicle in the process. In response, the robot simply moves on with, “Um, well… above you, you can see…”.

It’s at this point we see the panel above and the ship in question is Death’s Head‘s, who seems to be having problems with the autopilot. I remember a friend of mine in school who was a particularly big fan and he’d often quote the “No, yes?” line when asked a question. The plot this time combines two previous cliffhangers from #4 and #6 and sees bounty hunter Big Shot and explosives expert Short Fuse both attempting to take out the Freelance Peace-Keeping Agent for their bosses.

These bosses are the previously featured Undertaker and new gangster Dead Cert, a cigar-chomping man with a horse’s head who unironically runs the city’s illegal sports gambling rings, including horse racing. In the first scene (the crashing ship one) we find out Big Shot had fired a high-powered missile at Death’s Head ship which had initiated the crash. But Short Fuse had also planted an explosion in the cargo hold. When it went off it lightened the craft enough for it to be successfully pulled up before it crashed into that bus.

Death’s Head puts both down to “cowboy builders” and doesn’t realise he was actually under attack. This forms the backbone of this month’s tale. Big Shot’s aim is to kill our anti-hero and double-cross Undertaker by taking over Death’s Head’s business, while Short Fuse just wants to do a good job for the person/horse who hired him. However, they keep attempting to take out their target at the same time. While completely unaware of each other, each attempt is undone by the other’s, cancelling each other out in an increasingly funny series of events.

There’s a main bad guy mixed in here that acts as Death’s Head’s target for a job he and Spratt (good to see him back in the strip) have been hired to carry out. Called Photofit, he has a hi-tech suit which enables him to mimic anyone he comes in contact with. Think the T-1000 from Terminator 2, albeit a few years before that film was released. While the chase makes for an entertaining plot it’s really just a vehicle for the assassination attempts.

Eventually our lead clicks that something is going on as you can see below. I love the panel when he realises, his expression and the rain bouncing off his metallic face is all just perfectly realised. In the middle panel you can see how Short Fuse’s mistimed bomb blows Death’s Head backwards and away from Big Shot firing his bazooka-like weapon. He’d been in his sights but the explosion pushed the target out of the way and you can see the bazooka shell zooming harmlessly past.

Somehow this doesn’t get stale either, mainly thanks to the imagination on show in how these attempts fail and Death’s Head’s reactions. All the while the Photofit story continues and he disguises himself as a contestant on a game show where the prize is a trip out of the country, all paid for and through legitimate channels, the ultimate getaway right in plain sight.

Spratt accidentally ends up on the show itself and faces off against the disguised Photofit while Death’s Head tries to search the rest of the building for someone who could be anyone. All the while he’s getting attacked by unknown enemies. Unknown until Big Shot finally decides to change that. Sick of having his chances squandered he blasts Death’s Head through a wall, then stands over him, gun pointed at his head, ready to take the final shot… when another explosion knocks him off his feet and into waiting fists.

I had to laugh at that first panel! Well, our main character isn’t a bounty hunter after all, yes? Short Fuse is getting frustrated too. For once it was Big Shot who got in his way, so he resorts to desperate measures but his own incompetence results in nothing more than an explosion in mid-air that shoves the fighting duo through a wall and into the television studio. 

Just before this, Photofit makes himself known to Spratt because our unwitting contestant is actually winning the game. A gun held in the small of his back, he’s saved by the sudden arrival of our fighting duo and Photofit realises he’s defeated and must escape. He sees the perfect disguise right in front of him. Or it would be, if that disguise didn’t immediately place him in the sights of an assassin.

So the magnetic bomb obviously doesn’t stick to the very human imposter and in a shocking move it not only blows him up but Short Fuse as well! Okay, yes, he’s been trying to blow up Death’s Head but the very violent slapstick comedy he’s brought to the issue has been hilarious and I’m genuinely sorry to see him killed off. Despite being a hired killer there was something loveable about the little man. However, even in death he manages to thwart Big Shot one final time and save the mechanoid they’d both been hired to kill. 

As the story ends Spratt and Death’s Head converse over how it was strange that things kept exploding around them, reminding the readers that the duo never even knew of Short Fuse’s existence, never mind his influence on events (and their lives). They don’t seem to care why those explosions kept happening and instead only hope there’s enough left of their target so that they can prove they’ve earned their money!

It’s a suitably funny conclusion for these two, playing down the events and simply moving on. In their position it’s probably the healthiest way to be but that’s not the point. The point is that they’re very funny together and obviously the perfect match, something even Death’s Head seems to have finally acknowledged. These two are so well written, their actions and dialogue so natural that you have to step back to remember how far-fetched the whole scenario of the comic is.

I’ve really enjoyed Simon’s writing in Transformers and Dragon’s Claws but there’s something about this particular comic that stands out. It feels like it’s more of a personal project for Simon, it’s so one-of-a-kind and has such a unique sense of humour I get the feeling the writing is closer to Simon’s own personality than anything else I’ve read. We’ll see that insight hopefully develop even more over the remaining months, the next instalment in five weeks on Monday 3rd June 2024.

iSSUE SiX < > iSSUE EiGHT

DEATH’S HEAD MENU

DEATH’S HEAD #6: A GOOD YARN(iE)

The first time K.I.T.T. (programmed for human preservation) faced off against the evil prototype K.A.R.R. (programmed for self-preservation) in season one of Knight Rider the paradox of “What happens when an irresistible force meets an immovable object?” was brought up. As a huge fan of the show, when I opened this sixth issue of Marvel UK’s Death’s Head its inclusion as the opening of the editorial made me smile. The militia group Sudden Impact are promoted as equals to the Peacekeeping Agent, so while their cliffhanger last time felt lacking it’s made up for here.

They’re a clichéd lot though, with an overly shouty commander and a ragtag collection of men and women that look like they’ve walked straight out of an 80s action figures catalogue. You might also notice the art style is somewhat different to what we’re used to. That’s because this issue is pencilled by Liam Sharp (Judge Dredd, Batman, Spider-Man), inked by Paul Marshall (Mean Machine, Firekind, Sinister Dexter) and coloured by Louise Cassell (Doctor Who Classic Comics, Transformers, Captain Britain) alongside regular letterer Annie Halfacree and all under the auspices of editor Richard Starkings. The cover above is by the usual pairing of Bryan Hitch and Mark Farmer.

An army general arrives with some troops and confirms he’s there to hire Sudden Impact to tie up some unnamed loose end, which I initially thought would be Death’s Head. His men start to bad-mouth the mercenaries’ looks but Mayhem (their very original-named leader) gives them the go ahead to fight back. Physically. Soon the troops, who vastly outnumbered them, are all beaten but the general doesn’t care. He just agrees Mayhem’s team are the right people for the job.

We catch up with our anti-hero in a luxurious compound in the middle of nowhere, where he’s been hired to ensure a nervous government witness gets to trial. It’s a cushty job for once, so far involving nothing more than relaxing and watching TV. But we know a large team of maniacal, murderous mercenaries are on their way and it would appear he’s the last line of defence. Surely an impossible mission? It’s just as well he has Tom Cruise there too!

As writer Simon Furman describes it in the following panels, the attack is less a battle and more of a slaughter. Tom… I mean, Marshal Lek and his politicised police force are no match for Sudden Impact and the star witness begs Death’s Head to do something. So naturally he responds by telling him they’ll go and find the chess set! We’ll get back to that.

First we get the plot laid out for us as we meet Minister Carson, a corrupt official who has been selling parts of the US armed forces to foreign adversaries for substantial payments. The General we met earlier actually thinks this wouldn’t stop a lot of Americans from still voting for him. Given today’s climate and the blind followers of certain presidential candidates in that country this isn’t as far fetched as it once may have been.

Before we return to the action we catch a quick glimpse of Spratt back at their office. After not appearing at all last month and on one solitary page this time around it feels a bit like he’s taking a back seat after being promoted as Death’s Head’s partner in earlier issues. Such a shame. Here he’s reduced to trying to answer the phone while being attacked by their rescued vulture (see #5), only to discover someone on the line addressing Death’s Head as “my darling”.

That’s all we get of that particular storyline for this issue before we return to that chess set. Yep, he wasn’t kidding and he’s set it up in a secured safe room and ignores the fighting outside. Of course Lek isn’t too happy but you can’t fault Death’s Head’s logic below, and it’s nice to see him back to working to the letter of his contracts which was such an important rule in #1 and yet seemed to be broken or forgotten about last time. 

With Lek’s small army taken out already and the mercenaries breaking through into the safe room, it all rests on the star of the comic to take down Sudden Impact one member at a time. What we’re treated to next are several pages of perfect 80s action, similar to how certain issues of Dragon’s Claws (also written by Simon) felt like 80s action movies translated directly to the page. What this means for this character is one exciting take down after another, each accompanied by a Schwarzenegger-like punchline.

With six now taken out already a disappointed Death’s Head laments about how they were meant to be unstoppable but yet it’s all a bit easy for him. Missile launchers, flame throwers, aerial attacks, stealth moves… nothing works and we see the team reduced to its final members over these pages. While it’s all great fun I can’t help but wonder would it have been more exciting if this had been one seemingly unstoppable mercenary rather than a group?

As it stands, Sudden Impact seem little more than cannon fodder, but if it had been Mayhem himself taking up all these pages with attempts to kill Death’s Head, relentlessly coming back for more, it may have felt more dramatic. However, it’s great fun and if there’s anything we’ve learned about the comic by this sixth issue it’s that fun is the main aim here, not drama.

So who cares if they’re cannon fodder? Who cares if it could’ve been more dramatic with one merc? With killer lines like “Buck stops here, yes?” this is so enjoyable and so reminiscent of the aforementioned Arnie and his over-the-top action flicks of the time that the only thing I’m unhappy with is the fact there are only four more issues to go. It’s a title that really stands out as something different, something only Marvel UK could’ve produced.

This is one of the best issues of Death’s Head yet for sheer fun value

We then get to briefly meet the senator whose witness is at the centre of all this violence and it appears our star isn’t exactly working for the good guys. Senator Letterman knows the only difference between Marshal Lek and terrorists are their uniforms and when he realises the extra law enforcement he ordered to escort him are handling a massive riot elsewhere in the city he demands they be called away.

The citizens can kill each other for all he cares, they’re all expendable as long as they’ve already voted for him, and the police aren’t the public’s, they’re his. Whether we see this horrible little squirt again or whether he’s just an example of the larger government I don’t know, but it does show that Death’s Head really is an anti-hero rather than an out-and-out goodie. He might do what’s morally right when the situation calls for it, but he’ll take a contract worth good money from anyone who can afford him. It makes for a more interesting character.

At the top of this review I mentioned a classic episode of Knight Rider and how excited I got with the editorial of this issue. Well, I can only imagine how excited I’d have been reading the page above (which ends the fight) without the foreknowledge of that introductory page. Also, on the penultimate page of the story the “conscientious objector” line from the cover is meant to be the final gag of the story. A shame both of these moments were somewhat spoiled already then.

But in a rare case for our main character, in this story he fails to do what he was hired to do. Beaten, Mayhem asks Death’s Head how many of his team has he killed. The tally stands at eight, to which Mayhem simply replies “Nine” before the building holding the witness explodes. Death’s Head had missed one. Lek laments, he believes Letterman will be taking a contract out on him next. As for Death’s Head’s response, it’s as typical as you’d expect from him.

As he simply packs up and leaves Lek with Mayhem I’ll admit I smiled. How very in-character. As per previous issues the final page is unrelated to the story and sets up a cliffhanger instead, this time involving a cigar-smoking horse(!) planning to kill Death’s Head. I’ll leave that for next month because we’ll need to read the next issue to make sense of that one, but for now we wrap up the first issue in the second half of the comic’s run (not that anyone knew this at the time).

It may not have had the most involving plot this month but that needn’t matter. I’m here for this character and this was a brilliant story for him. It gave him the perfect set up to unleash everything that made him so beloved by readers at the time (and still to this day). Full of action and comedy, this is one of the best issues of Death’s Head yet for sheer fun value. With four issues left I hope the momentum keeps up alongside some great stories. We’ll find out with #7’s review later this month on Monday 29th April 2024.

iSSUE FiVE < > iSSUE SEVEN

DEATH’S HEAD MENU

DEATH’S HEAD #5: KEEP CALM AND CARRiON

This striking John Higgins (Transformers, Batman: The Killing Joke, Before Watchmen) cover welcomes us to the fifth issue and, after reading it, the midway point of Marvel UK’s Death’s Head. When I collected together this run of comics I noticed a lot of crossovers with other Marvel characters on the covers, especially in the later issues. No, I never read anything inside (just counted the pages to make sure it was all there), but the covers do reveal a lot of who is to come.

I remember thinking it seemed there were an awful lot of what would normally be seen as ‘event’ stories, perhaps to raise the profile of the comic with potential readers, however I was surprised to see this issue has the first non-Dragon’s Claws crossover character. Okay, so he’s a minor character from one Doctor Who strip but it was still a nice surprise to see the Doctor mentioned again after he was so instrumental in Death’s Head’s own story.

Keepsake appeared in #140 of Doctor Who Magazine (August 1988) when a distress signal lured him to a planet where he originally just wanted to salvage the crashed ship for parts. Instead, he ended up enjoying the actual rescue thanks to working with the Doctor and at the end of the story the Doctor left the rescued medic, Bahlia, in Keepsake’s care. This is where we pick things up.

Oh, and he has a pet vulture who reminds him of his wife.

John drew Keepsake’s DWM adventure and is also the artist for our strip this month, coloured by Nick Abadzis and lettered by Annie Halfacree. You’ll see even more of John’s work soon because he was one of five(!) artists when The Sleeze Brothers made their Doctor Who Magazine debut. Watch out for that later this month. Back to the issue at hand and speaking of Keepsake’s wife it looks like she’s hiring a certain Freelance Peace-Keeping Agent to track him down, promising a somewhat large reward too.

Not that Death’s Head is easily swayed, of course. Meanwhile, Keepsake is meeting with gangsters looking for the second half of a map to the aforementioned gold shipment. Editor Richard Starkings told me, “‘Half the map’ was my idea, as was ‘half the gold’ in Death’s Head #5. Never waste a good gag.” Keepsake doesn’t come across as the smartest of scavengers and is easily double-crossed, so the men make off with both halves of said map.

Death’s Head is very much the lighter-hearted comic of the pair, while Dragon’s Claws can be much darker

After reading the penultimate issue of Dragon’s Claws the contrast between the two titles has never been clearer. Despite being created and written by the same person, and despite the fact this comic has the word “Death” in its title and follows someone whose job it is to kill people, Death’s Head is very much the lighter-hearted comic of the pair, while the one about a game team gone rogue can be much darker. Not what people may expect, and I’m here for it!

Case in point below, as we get a lot of exposition from Thea about how Colt (the gangster) and Keepsake had double-crossed each other in the past over this shipment (hence the two parts of the map) and a seemingly endless amount of further double-crosses involving Thea and her husband, leading to this point. Clearly, no one can be trusted. But it’s Death’s Head’s reaction to this intriguing story that made me laugh, never mind Keepsake’s pet sneakily sampling what they thought was Colt’s water.

With Keepsake easily cheated out of his piece of the map he sits about moping, making him an easy target for our Peace-Keeper, however first of all we get a funny interlude of some of the more rudimentary detective work our anti-hero has to do in order to find his targets. Remembering this is the same mechanoid who helped take down the giant Lord of Chaos Unicron just makes this sequence all the funnier, especially the last two panels; the question mark, the hint at the top of the penultimate panel and the final reveal.

This seems to be a trend in the comic, at least for what makes me laugh the most. Take his name, his appearance and his occupation and you’d expect something completely different than the situations writer Simon Furman consistently places him in.

Death’s Head catches up with the sullen Keepsake and calls in Thea to meet him at the bar, where he’s trying his best to ‘persuade’ his target. Just before this Thea saw Colt kidnap Bahlia outside, clearly as protection against the salvage expert as they dive for the treasure out at sea. It looks like Keepsake’s pet wasn’t much use as protection either.

Our strange little threesome (Spratt is conspicuous by his absence this month, perhaps still recovering from his ordeal last time) soon track down the gangsters not far from the shore in a tiny boat, Bahlia tied up and a gun held on her. At this point I thought Death’s Head would be going alone to take on everyone involved but I was pleasantly surprised to see his plan involved all three of them. I was even more pleasantly surprised to see how well they worked together.

While the old trick of sending in the attractive woman to distract three male idiots wasn’t exactly new even in the 80s, for me the jokes come from how Death’s Head and Thea handle the men after that. There’s one particular guy who won’t be forgetting the impact Thea makes (literally) for quite some time, I’m sure. It’s the perfect example of the comedy-action this comic does best and there’s more to come that genuinely had me giggling.

The first two panels really did have me laughing, the sight of Death’s Head’s daring rescue coming so completely undone so quickly

As they make their way out on a boat to rescue Bahlia and recover the gold, Keepsake hovers overhead in his aircraft, ready to assist. But one previously concealed rocket launcher lends a sinking feeling to the first part of their plan. The first two panels below really did have me laughing, the sight of Death’s Head’s daring rescue coming so completely undone so quickly, and this image of what the notorious hunter of bounties (I didn’t said it!) is reduced to is hilarious.

He then uses thrusters in the soles of his feet to blast off and use his body as a different form of rocket launcher, although clearly the end result wasn’t quite his intention.

So far it’s been a comedy of errors but it’s swung generously in his favour. As the man on the boat desperately seals the hole with pieces of wood and some form of foam glue he doesn’t see Bahlia being hoisted to safety, taking all of the gold with her. Below the surface Death’s Head subdues the remaining divers before taking off again with his feet… right through the patched up hole. So far, so funny, but the page below contains something which didn’t sit quite right with me.

Death’s Head has always honoured his contracts. This was the first of the rules he established in #1, rules he always abides by. They’re part of what makes him and his stories so interesting. Think about when he was fighting Dragon in #2 even though he respected the man. He kept fighting until the exact second his contract with the villain of the story ran out and then he just stopped. That was such a great part of that story and told us a lot about his character (this aspect had already been well established in Transformers). But here a quick whisper in his ear from Keepsake and he chucks his client out the side.

After this, Death’s Head then double-crosses Keepsake and ends up with all the gold himself. That I can live with since Keepsake was a snake and not his client, but Leah was. Even though he didn’t like her, this is so out of character that it undermines things already established in earlier issues. It’s a strange inclusion, that’s for sure.

Again, the cliffhanger is underwhelming as we see a group of apparent mercenaries called Sudden Impact being introduced and recalled from a firefight for “a vitally urgent job”. Last month’s final page introduced another man with a gun called Big Shot but there’s no sign of him this month. Are all of these clichéd, hyper-muscled alpha males going to team up against Death’s Head? I trust Simon’s writing but so far I’m not particularly impressed with these potential adversaries.

So another brilliant issue, even if it was let down a bit by the final couple of pages, but I won’t dwell on them. This feels almost like an interlude story of some kind, especially with the lack of Spratt. In an action-comedy comic series this one leaned more towards complete farce and I was fine with that (until the ending). Enjoyable but forgettable then. I still can’t wait for the next issue though. That’ll be right here on Monday 1st April 2024.

iSSUE FOUR < > iSSUE SiX

DEATH’S HEAD MENU

DEATH’S HEAD #4: DOG-GEDLY BRiLLiANT

The front cover to this fourth issue of Death’s Head may be drawn by the familiar team of Bryan Hitch and Mark Farmer but inside Plague Dog is drawn by renowned Transformers artist Lee Sullivan (also Havoc (RoboCop), Doctor Who), with Annie Halfacree on letters, Nick Abadzis colouring and Simon Furman writing of course, with Richard Starkings editing. While I love Geoff Senior’s art being in every issue of Dragon’s Claws, I like the mixing of styles here.

Last month we saw Death’s Head’s new office wasn’t the perfect purchase Spratt seemed to think it was, having spent his new partner’s hard earned cash before he’d earned it. This issue sees that picked up and developed into two separate stories, one for each of our main characters. While our mechanoid anti-hero is hired by one gangster to hunt down and kill his rival’s pet mutt, Spratt comes face-to-face with it in their new property.

We kick things off with Death’s Head arriving at Jules ‘Kneecap’ Venici’s birthday party in his usual understated style. A huge birthday cake arrives but Venici has seen this movie before and fills it full of lead. Surprised at finding no one inside he still insists on killing whoever sent it because his own actions have made him look stupid. He then sits down to eat a slice, not noticing the highly conspicuous waiter in his latest in a long line of ridiculous wigs.

Predictably a huge shoot-out occurs between all of the gangsters and our lone hero, although even in this dire situation there’s time for some comedy. Elsewhere, Spratt is checking out their new digs and the lights are out. After we see a clawed hand swiping down in the darkness he lets out a blood-curdling scream and we’re led to believe the hand has made contact, until you read the following caption. Simon once again playing with our expectations.

I particularly like Spratt’s reaction to the sound effect of the plague dog, the alien monster used by Venici to take revenge out on those who wrong him. Last month we saw someone who looked like an undertaker sell the office to Spratt and in this issue we find out he is in fact called The Undertaker, a killer-for-hire whose method of assassination is somewhat gruesome.

But yes, that sound effect. We get all sorts of wording to describe sounds in our comics. Sometimes they’re downright bizarre to say the least. The fact Spratt correctly names this rather random sound effect is very funny and just shy of the character breaking the fourth wall and identifying he’s in a comic. It genuinely made me laugh. Back in the other half of the story, as the issue constantly flicks back and forth between the two scenes, Death’s Head is still at it even when cornered and out of ammunition.

Death by cocktail sausages! As a form of getting back at the bad guys it seems appropriate for this blog. Death’s Head isn’t the only one up against the odds, nothing to shoot with and having to use his ingenuity to get out of a tough scrape. As the rotten internals of the office building collapse around him, Spratt is trying desperately to escape but is hopelessly out of his depth.

In fact, the crumbling of the building saves him on more than one occasion, luck playing a huge part in keeping him alive. He could be learning a thing or two from his new boss though, or perhaps they’re just more suited than the mechanoid realises, because despite his fear (or perhaps because of it) he can’t help making quips.

Slipping out of his boot and shoving it into the monster’s mouth (complete with another joke) he makes a run outside and finds a car parked (well, hovering, it’s in the future after all). This is Spratt’s speciality. Quietly boosting cars is a particularly useful skill that Death’s Head needs him for. There’s a little bit of tension here as Spratt struggles to get inside, panicking as the plague dog bears down on him.

The engine doesn’t immediately kick in either and the tension rises further as the thing makes a leap for him and crashes through the rear window, clawing at the interior, getting closer and closer to Spratt until it finally places a claw on his shoulder. The escape vehicle now seems to have become a death trap. We know Spratt can’t die, but even if he takes off surely the thing’s head and arm are already inside so what can he do? Well…

Just like last month when an accidental slip of the hand by Spratt turned the tide of battle, here his mistake with the gears sends him rocketing backwards, squashing the monster against the building. Fuel tank ruptured, the dog roaring out to his “Foood!” as it starts to push the car off itself, Spratt characteristically can’t help but bask in his glorious victory, no matter how accidental.

The final spread of the issue sees The Undertaker making a phone call, apparently to activate the plague dog at its lair. So are we to assume he actually sold the lair to Spratt? His job also done, Death’s Head makes his way to the office and finds chaos has ensued, although Spratt seems somewhat subdued and not showing off for once. Of course, our mechanoid friend can always turn a situation around when money is concerned and our story ends.

On the next page a somewhat tacked on cliffhanger has The Undertaker hiring someone called Big Shot, a muscly man with a big gun. I can’t help but be a little underwhelmed with this after last month’s ending. Surely having a plague dog lying in wait was the more dramatic cliffhanger. I’m aware I haven’t read the next issue to see how good this guy is with his gun, but I feel this is a bit of a muted ending by comparison and the two should’ve been the other way around.

Head to Head is the comic’s new letters page and there’s an anonymous letter from my home city of Belfast. Although, if this person had actually read Death’s Head’s adventures in Transformers and properly understood them I don’t see how they could think he’s commonly seen as a full-blown villain. Not too sure who “Bob” is that the first letter is addressed to (Richard Starkings is the editor and Jenny O’Connor the Managing Editor) but there’s definitely a lot of high praise here and I agree with it all.

I just wish Lierne Elliot had been right when he said “seems we have a hit here”. Of course, it may have seemed that way at the time, especially since this was a comic based on a very popular character from another Marvel UK title, but alas the sales figures wouldn’t be good enough to make up for the cost of producing the comic, as Richard explained to me in the introductory post to this series.

But let’s not dwell on that, we’ve another six months of this to go!

On the back page is an advertisement for a new fortnightly Marvel comic that would never actually appear. The William Tell TV series was apparently shown on ITV, although I don’t ever remember seeing it advertised. There’s a chance it either wasn’t broadcast on Northern Ireland’s UTV or it didn’t last long before ITV pulled the plug, despite it running for three seasons of 72 30-minute episodes in France and elsewhere, where it was known as Crossbow.

I remember this comic advert alerting me to the TV series and yet I still never caught it in any TV listings magazines. Marvel’s confidence must’ve been knocked as the plan for a fortnightly changed to a Summer Special, an annual and a run of strips in the Marvel Bumper Comic, plus a collected graphic novel, the strips for all of these already created for the defunct fortnightly. This is why I think the show must’ve failed to pick up viewers here in the UK, as Marvel suddenly realised the audience wasn’t there for what they’d assumed was going to be a hit.

You just might see some of it on the blog at some point though, as the Bumper Comic is on the cards for the future, I just don’t know when yet, but you heard it hear first! (As if you’d hear it anywhere else.) For now, that’s us finished with another outing for Death’s Head… well, really more of an outing for Spratt this month. We return to Earth of the far future on Monday 4th March 2024.

iSSUE THREE < > iSSUE FiVE

DEATH’S HEAD MENU

DEATH’S HEAD #3: DEADLY FUNNY

Alongside Dragon’s Claws #8 the first week of 1989 (and 2024) brought us the third issue of Death’s Head and, while the story inside may be light on plot, it’s aim is to establish the relationship between our mechanoid friend and Spratt. Spratt was the young fella who rebuilt the Freelance Peace-Keeping Agent in #1 after he was nearly destroyed by Dragon and his team, and it seems he’s determined to help Death’s Head navigate this era on Earth, as well as balance his books so he’s never left broke again.

We kick off with this scene setting display below. There’s nothing quite like a good old 80s dystopian future, is there? Mass consumerism, unhealthy food, sex and violence may seem like a clichéd way of depicting the future but it was created in the late 80s and this style was very much in vogue, pencilled by Bryan Hitch, inked by Dave Hine and lettered by Annie Halfacree. Even the basic way in which it’s coloured by Nick Abadzis adds to the overall feeling of grime in the Los Angeles Resettlement. (Resettled why?)

Tracking down a man for information on his target, Death’s Head follows him into a packed club where he uses non-lethal projectiles in the crowded space. Aimed with precision, they end up only affecting the one person. Whether this is because he didn’t want to harm innocents or because he only injures/kills those he’s paid to do so (see his rules in #1) is up to the reader to decide. Once outside for interrogation things take a turn for the worse.

The target grabs Spratt and Death’s Head instantly regrets letting the kid tag along. However, the man makes one big mistake. Spratt tries to tell him this, that he’s made a bad move and the man argues back that he can’t be killed while holding a hostage, so it’s clearly a good move. But this wasn’t what Spratt was referring to. No, in the heat of the moment the man had called our main character a bounty hunter! Oh dear. This leads on to this page below.

This is just the first of several laugh-out-loud moments in this issue and it’s clear writer Simon Furman intends to bring as much comedy as possible to this comic, certainly a lot more than in Dragon’s Claws anyway. They get the information they need but Death’s Head is warned he’ll be no match for his objective, a person named Ogrus, especially if he takes the kid along.

Death’s Head can’t help but agree. While he appreciates Spratt’s help in doing things he’d find difficult, like blending in or stealing a car for example, and he’s good at the accountancy stuff, he’s far too keen to impress and prove himself. As such, Death’s Head inwardly questions why he let him come along in the first place and we get a brilliant flashback to a transport vehicle skimming over the Atlantic Ocean a few days prior.

On board, a hostage situation had kicked off and in the end it was Spratt who had saved the day, albeit in an overly flamboyant way involving an automated rubbish cart, some acrobatics and a lot of showing off. However, what’s so funny about this scene to me is seeing Death’s Head, after everything he went through in Transformers, doing normal things like complaining about the food, or just sitting there watching the whole situation unfold with interest. Maybe it’s just me but I was giggling along to all of this.

There’s some hilarious chemistry between these two already and despite the title character’s protestations he still takes his new recruit to the rendezvous in a rough looking bar and casino. Now remember, this comic was created in the 1980s, the characters have just walked into a bar full of dodgy criminals, the main character is a no-nonsense individual looking for one certain person and has no interest in anyone else there. You know what this means, don’t you? Yup, that’s right, a massive bar brawl.

There are some knowing nods here to this sort of thing inexplicably breaking out in the movies of the day, when one or two punches from people in the foreground somehow leads to everyone in the background laying into each other. Here, it begins with Death’s Head taking out one person who had innocently said something to a dealer at the casino, knowing full well what it would cause, thus allowing him to simply walk up to his target in the middle of the chaos, unchallenged.

The little bits of dialogue on the second page make it feel almost like a spoof of those movie scenes, especially the one about someone’s mother. Outside, Spratt has been ordered to stay in the car he stole (that was graciously received by the Peace-Keeping Agent), but Spratt knows Death’s Head will be outnumbered and can’t help throwing himself in to help. Crashing the vehicle through the casino wall and shouting at everyone to freeze, his diminutive frame leads to nothing but uproariuous laughter. He’s not down and out yet though.

Climbing into a position above Death’s Head’s fight with the mark he questions whether he should get involved or not, tossing a coin to decide. By now it should be clear to the reader that anything Spratt sets out to do will not normally have the intended outcome. Here, he can’t even make the decision to get involved or not without something happening, albeit this time it’s one that distracts Ogrus enough for Death’s Head to start turning the tide of the fight he was clearly losing.

A quick gag or two from the mechanoid and he’s back on top again and a final one-two from the both of them together (Spratt jumping feet first into Orgus’ back as Death’s Head punches him in the stomach) and the battle is won, the contract complete. We close off this chapter’s main story with Spratt joyous that he actually helped and some reluctant praise is even thrown his way.

The “Partners/Don’t push it” exchange perfectly sums up the strange working relationship these two seem to have. Spratt is all in and as far as he’s concerned they’re already partners, he’s just clamouring for confirmation and a rhetorical pat on the back, especially from someone of Death’s Head stature. The fact his apparent partner is so dead pan and doesn’t show emotion easily is just another challenge for Spratt, which makes him even keener.

Death’s Head on the other hand finds Spratt annoying. He gets in the way. He’s too keen. He even wants conversation! Death’s Head would rather continue to work on his own. But he can’t deny the kid has helped with his money problems and has been a good guide to this strange time in Earth’s future, both things he promised he’d help with. Plus, he can get into places inconspicuously, something Death’s Head can’t do. Well, in theory Spratt can, but his wish to show off can hamper that somewhat.

It was only upon finishing it that I realised the plot was so simple, I’d just been swept along with these characters

As the duo walk off with their client’s trophy we turn the page and find ourselves “Elsewhere”. In that final panel above Spratt makes a throwaway comment that he’s managed to secure a new office (since Death’s Head’s previous one is thousands of years in the past), spending their money before they’d even earned it. Well it seems that’s where “Elsewhere” is.

Poor Spratt. His heart was in the right place, but not only has he spent Death’s Head’s reward money, it looks like even this good-intentioned gesture will come back to haunt him too. Poor kid can’t catch a break. Hopefully next month’s story will pick this mystery up as its main thread.

This third issue may be very light on plot but as I said above that wasn’t the point. The point was to establish this (very) unlikely pair as a working partnership. Having the plot as just another simple contract for Death’s Head and using this to show how enjoyable that can be with the two of them working side-by-side was a brilliant idea. It was only upon finishing it that I realised the actual plot was so simple, I’d just been swept along with these characters. I look forward to more sweeping on Sunday 4th February 2024.

iSSUE TWO < > iSSUE FOUR

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DEATH’S HEAD 2: KiLLER COMEDY

Well this is a turn up for the books, isn’t it? Previously guest starring in Dragon’s Claws #5 and being reconstructed beneath The ‘Pool of Greater Britain in 8162, where he’d been exiled by The Doctor when he bumped into him in the corridors of time, after disappearing from The Planet of Junk in 2007 where he helped the Autobots defeat the Chaos Bringer god Unicron (do keep up), ol’ Death’s Head is now the one welcoming the special guest stars to his own comic

You see, he’s been rebuilt by a Game team looking for revenge on Scavenger of Dragon’s Claws and as always business comes first, so up he pops in as characteristic a manner as ever. First though, don’t forget to subscribe to 12 issues of the comic that would only last for ten. Obviously Marvel UK had much bigger plans for their smaller US-sized comics. A sad reminder of that to kick things off with.

Alongside writer Simon Furman, penciller Bryan Hitch, letterer Annie Halfacree, colourist Nick Abadzis and editor Richard Starkings comes inker Dave Hine (Spawn, The Joker’s Asylum, Will Eisner’s The Spirit), who brings a completely different feel to proceedings, especially to any human characters who seem to emote more and have a rougher, harder edge to them. I approve. I still much prefer the original design of Death’s Head from Transformers though.

So the Freelance Peace-Keeping Agent has been sent to round up Scavenger rather than kill him, and deliver him to the Game team. The first half-dozen pages consist of their back and forth battle involving anything that comes to hand for Scavenger, including Scratch the dog! As ever, Death’s Head keeps his cool and even has time for the occasional quip before he finally overcomes his target.

When the rest of the team show up Dragon spots an “old friend” and they recover Scratch who leads them out into the wastelands towards the Chaney Maximum Security Prison, where criminals the World Development Council wanted to forget were sent. So forgotten were they that when an earthquake destroyed the prison the authorities didn’t attempt any rescue and just assumed all of those within had perished. They were wrong.

At this point we get a little insight into the past of Dragon and Scavenger, specifically how they first met. This was exciting to begin with for me as Scavenger is a favourite character and one I’d like to know more about, but I didn’t think we’d get the chance given the comic’s short lifespan. In the end though it’s pretty inconsequential, Dragon having his life saved seven years previous at the last moment by a silent Game player who disappeared just as quickly afterwards, Dragon vowing inwardly he’d recruit the stranger to the Claws next time they met.

Still, it’s interesting to have a flashback for these characters in this comic instead of their own. Death’s Head finds himself conflicted at this point. The Chain Gang had become agoraphobic from living underground for so long and they’d used Scavenger, a relatively new prisoner at the time, as their gopher to go and fetch food and supplies, tying an explosive device to his leg so he’d have to return. Eventually earning their trust, as soon as they removed the device Scavenger had legged it, and now the team has reconstructed the galaxy’s greatest bounty hunter (their words!) to recapture he who had betrayed them.

Death’s Head knows he’d have done exactly the same thing in Scavenger’s case, but money is money and a contract is a contract. However, such distaste does he have for this situation he’s set a timer counting down to the very second said contract expires. It’s at this point, while he’s lamenting his situation, that he meets the technical whizz who recreated him from his scrap parts, and co-star of the strip advert for the comic, Spratt.

Of course we know from the marketing that Spratt will end up working with Death’s Head so it’s interesting to see how this relationship starts. Spratt is basically brushed aside, despite his obvious intelligence and technical abilities. The “eyes on the back of my head” line will come back to haunt our anti-hero before this issue is over, but at this point in the story there’s no indication of how they’ll end up together. I like the build up.

Scavenger’s teammates then turn up and basically all hell breaks loose. As you’d expect, really. But that doesn’t mean the humour has been forgotten about, not even for one page, as Steel finds out in a rather painful way. With the clock counting down on his wrist, Death’s Head even surprises himself with what he’s thinking while he fights.

He finds himself respecting Dragon, something that simply hasn’t happened with a human before. Not that he takes it easy on him of course. Nope, he’s still under contract for another nine seconds and will continue to fight just as hard until that time runs out. Meanwhile, the leader of The Chain Gang, Fox, chases Scavenger through the crumbling prison. However, his wish to kill clouds his judgement and he doesn’t realise that Scavenger isn’t really running away from him.

He’s being deliberately led somewhere but his prey is very convincingly playing the desperate victim, right up until he jumps on Fox, wrapping his whole body around his head and obscuring his vision. It’s all been a ruse and suddenly Fox finds himself in the most terrifying of places. It’s not the prison itself nor the earthquake damaged cells ready to collapse and kill everyone at any moment. No, now he finds himself outside.

Inside, our two title characters are still fighting and Dragon is taking quite a bit of punishment when, with his spiked metal ball raised to come down hard on Dragon’s head, Death’s Head checks his wrist and just stops. Walking away, he apologises for the fight lasting longer than it should’ve and blames his timer for running slow!

It really is the only way this fight could’ve ended; neither of these two could actually win anymore, they’re heroes of their own comics after all. In fact, as the authorities arrive to clean up and arrest The Chain Gang, Dragon looks up and sees Death’s Head looking down from a hill nearby… and waves. This sight of mutual respect has me wishing both these comics had lasted longer because I would’ve loved to have seen these two slowly become friends and even work together at some point.

As for the story itself, Scavenger insists Fox is treated with leniency as he was just looking out for the community he cared for but had just gone about it the wrong way. It all ends with Spratt being the first person to ever sneak up on Death’s Head, and probably the first to offer to be his partner. After all, the mechanoid is from a different time and doesn’t know this world, so Spratt offers to help him with that while handling the business side of things. He’s a free man now and knows a good thing when he sees it. Death’s Head refuses and walks off… then the chapter ends with Spratt following anyway and continuing to talk about his proposition. To which Death’s Head merely sighs. And the reader laughs.

A couple of Marvel UK adverts round off the issue. The first is for Dragon’s Claws and uses the excellent Dave Gibbons cover from the current issue, while the other advert is somewhat more cryptic. For a comic that wouldn’t even turn up until June of the following year, six months hence, Marvel UK were certainly playing the long game here.

I remember this particular promo appearing in The Real Ghostbusters and Transformers comics week after week, month after month. Even at that young age I began thinking, “Enough already, just tell us more!” The Sleeze Brothers, namely El Ape and Deadbeat would follow Death’s Head into the pages of Doctor Who Magazine first but that wouldn’t even be until March. I guess you’ll just have to wait until then to find out more… because yes, The Sleeze Brothers will be joining the OiNK Blog in 2024.

For just the second time we come to the end of an issue of Death’s Head and I really like the fact all of the pieces have taken a couple of issues to put in place. Actually, I’m looking forward to seeing how Death’s Head’s and Spratt’s partnership works out, so I suppose everything isn’t quite set yet. While this and Dragon’s Claws are very natural sister publications, this one is definitely a lot funnier and lighter, despite its title character’s name and job! Great fun so far. The next review will be after the festive season (right after it in fact) so come back to kick off the New Year in style on Sunday 7th January 2024.

iSSUE ONE < > iSSUE THREE

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CHRiSTMAS 2023

DEATH’S HEAD #1: BACK TO THE FUTURE

This is an exciting one! I’ve only ever read this first issue of Death’s Head. As a kid I originally became acquainted with his time in Marvel UK’s Transformers a year later through reprints in the comic and my friend giving me his back issue collection. However, I’d seen some of the funny comic strip adverts in the likes of The Real Ghostbusters and my Transformers-loving friends raved about him, so I had to try it out. I loved him.

There was a problem though. I was only allowed a few comics on order at any one time and so there was no room for Death’s Head in my reservation list as far as my parents were concerned. I didn’t want to stop any of the others I had on order so instead I bought #1 with my own pocket money and thought I would do so every month. However, a month is a long time at that age, so when #2 came along I’d forgotten all about it and instead that week bought some other random comic with my pennies.

He did pop up in The Marvel Bumper Comic upon occasion but apart from that this was all I ever read beyond Transformers. I rediscovered this issue in my collection about a year later and was really disappointed to learn it was no longer being published and that I’d missed out. Thankfully I have a much better attention span these days so it’s time to correct my oversight. Even this opening spread of pages two and three brings back the memories of reading this on a day off sick from school and all the thrills and laughs it contained. Let’s see if they’re still there today.

One little niggle straight out the gate though. Those tours, often hyped up in the pages of Marvel’s comics, always irritated me as a kid because they never came to Northern Ireland. We were always ignored back then despite us buying their comics. But we’ll move on from that and this issue is made up of three flashbacks told from the perspective of the Freelance Peace-Keeping Agent, which split up scenes of his reconstruction after being almost destroyed by Dragon’s Claws in #5 of their comic (from last month, no longer on sale despite what Head Lines says).

Some interesting bits of information come from his inner thoughts throughout, such as him having an original programmer. This may be obvious to some, but seeing as how he originally came from the story universe of the Transformers I’d always assumed he didn’t have one and was instead a sentient being much along the same lines as the Cybertronians. Sentient he is, obviously, but did he have a human programmer? I think that might be what’s hinted at here, but he killed them anyway so that’s all we’re getting for now.

Why? Well it would appear he was created as a rich man’s plaything, but knew he was destined for more. However, beyond that things are kept a mystery which I enjoy. These flashbacks all see him in his original body and given the timeline of events he must still be in his original gigantic form. After battling Unicron on the Planet of Junk he was zapped through time where he literally bumped into The Doctor who shrank him to human size before being zapped through time again and meeting Dragon’s Claws. These stories are then set sometime before his final story with the Robots in Disguise.

So a Game team called The Chain Gang discovered his remains and resurrected him in order to carry out a contract on someone. The member of their team tasked with this is called Spratt, the same Spratt we’d see in adverts for the comic across other Marvel titles. His own background is also a mystery, all we know is he’s a scavenger and thief and was able to track down the parts needed to repair Death’s Head’s body, make improvements and kit him out with a new set of clothes. Thankfully, his humour was still in good knick.

I particularly like the moment in one of his flashbacks where he disguises himself as a blonde-haired woman in a gangster’s local hairdressing salon and, among his recollections of all the chaos and violence, he laments the fact he had to give the wig back. Setting him up as a new lead comics character for both old and new readers alike, his sense of humour was always going to be key and thankfully this issue has it in spades.

His three stories all address different rules: always honour a contract but never trust a client, make no concessions for age, size or gender and never kill for free but it pays to advertise. All three of these are played out as mini-stories and work perfectly, especially the last one which sees him do something for free, but only because he’s about to go broke and the result of his advertising is a long list of clients eager to hire him after a display of prowess.

His office is the same we’ve seen before on the blog in the High Noon Tex strip advert and plays up to the old fashioned detective/ganster movies writer Simon Furman must’ve been such a fan of. He used these as an influence in part of the Matrix Quest epic in Transformers (on the planet Pz-zazz, although set way back in 1990) and the setting perfectly suits Death’s Head and his peace-keeping business, surrounded as he is by a world that is anything but peaceful but which he ignores unless paid.

I also love how the facade slips now and again, even within his own inner thoughts as he calls himself a bounty hunter before correcting his narration. For the uninitiated, he was very much a bounty hunter but hated the term and so called himself a ‘Freelance Peace-Keeping Agent’, and woe betide anyone who used the wrong description!

One thing that took me by surprise because I’d completely forgotten in the years since was the fact Geoff Senior, despite being co-creator of the character, wasn’t the regular artist on the series. Instead our penciller is Bryan Hitch (The Batman’s Grave, Hell’s Angel, The Transformers including Death’s Head final appearance) with inker Mark Farmer (Slaine, Excalibur, Doctor Who). Colouring the proceedings is Nick Abadzis (Rogue Trooper artist, Vector 13 writer, The Amazing Mr Pleebu creator), lettering is by Annie Halfacree (Knight Rider, 2000AD, Lion) and Richard Starkings is editing as always (Elephantmen, The Real Ghostbusters, Dragon’s Claws).

I’ll admit it took a while for me to get used to the new art style, so sure was I that Geoff would be the artist; the lack of jaggy edges and exaggerated facial expressions is disappointing initially, even though Bryan’s earlier work I’d seen in Transformers was more like that. Only initially though. The first chance the comic has of giving Death’s Head a different facial expression than the one people may assume is his only one (on the cover) I was sold! This happens on only the third page of the strip when he shushes someone he’s knocked unconscious, so I was sold pretty quickly.

His trademark speech patterns return too of course, yes? His ability to talk reasonably and calmly no matter what’s going on around him, almost like he’s enjoying the fact he can remain detached, remains too. I genuinely inwardly giggled when, in the last of these mini-stories, he takes out a robot much larger than him and for a moment his confidence waivers. Just for a moment.

The issue ends back in the world of Dragon’s Claws and Greater Britain as he finally begins to move his apparently non-functioning frame and punches out the member of The Chain Gang who had berated him. Shocked, Spratt asks him why he didn’t move before if he was able to, instead of leading them to believe something had gone wrong with his reconstruction. Death’s Head simply tells him he needed to order his thoughts, which is why we’ve been treated to these flashbacks.

Reliving these key moments from his (distant) past and running over his rules in his head were the perfect way to introduce him. Including the interludes we’ve been treated to four completely different scenarios, meaning the comic can formally begin his adventures quickly with a fully-fledged character in #2 rather than slowly introducing elements as the early issues proceed. It’s a good balance for a first issue, one which would appeal to new readers and those who already knew him. Of course, there’s more to him and the ongoing series, but this is a strong start.

Apart from catching glimpses of his new body (and clothing) in the interludes, the remainder of the issue sees him as we all knew him before now. As such, when the big reveal is made on the last page of the strip my initial reaction is that I much prefer the original look. I’ve a feeling it’ll grow on me though, because this is all about the character himself and he’s very much the same mechanoid he always was, I’m very happy to report.

I mentioned above the disappointment I felt when I found this issue amongst my pile of random comics in 1989, after its unfortunate cancellation with #10. I can remember that feeling like it was yesterday, so knowing I can finally read what I’ve been wanting to read for 35 years is bloody exciting! There’s no Next Issue promo but I’ve seen the cover (and nothing else) of the next edition on my shelf and I can’t wait for Sunday 3rd December 2023 when Death’s Head #2 sees him crossing back over into the world of Dragon’s Claws! Join me then, eh?

DRAGON’S CLAWS FiVE < > iSSUE TWO

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