Welcome, I’m Charlie Etheridge-Nunn, a writer and waffler about various things like comics and games in all forms.
Writing Comics!
Podcasting about Star Trek!
Games Journalism!
Writing Roleplaying Games!
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Welcome, I’m Charlie Etheridge-Nunn, a writer and waffler about various things like comics and games in all forms.
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Thought Bubble is the event for comics creators in the UK (and beyond). That’s what I’ve always heard about Thought Bubble. It’s a convention I’ve been meaning to go to, but there have been too many factors in the way.
It’s during National Novel Writing Month and I was running the Brighton community for a while. It’s right near Christmas. I didn’t have the money and everyone always goes on about how expensive it is. I go to a lot of conventions each year and would be abandoning my partner yet again.
I don’t have those excuses this time… well, Christmas is always going to be a factor, but that’s fine and this is actually a convention my beloved would enjoy going to!
After faffing about a lot, I pulled the trigger, booked a hotel and tickets for the con. After years of seeing a lot of people I’ve collaborated with, wanted to collaborate with and was a fan of going there, I was going to join them!
It’s quite the train trip to Harrogate, but I had my partner and my Kindle accompanying me. As we got closer I’d see some people sketching on the train. Comics people were less easy to spot in the wild than board game people, but they were still there.
Apparently we didn’t have the worst of it. Speaking to Matt Hardy, the traffic and the weather meant an eleven hour drive. Others mentioned similar amounts of time and one even had a breakdown on the way. On BlueSky there were several people mentioning flights into Leeds being rough. It sounds like trains were the way to go.
The hotel was… fine. I saw some comics folks taking breakfast around the same time as me and Emma. We had a view of The Majestic from where we had breakfast. It was taunting us by looking all fancy and Overlook-ish. The worst of it was a lack of plugs by bedsides, although Emma did find one on her side, and someone who was snoring loud enough to get through the walls to our room. I’m used to a bit of noise and can get to sleep through most interference, but it was incredibly distracting.
Harrogate itself looked pretty and had a few book shops to check out with our remaining time on the Friday.
There were some Christmas decorations up, although the theme seemed to be, “ominously red”. With an evening ahead of us, we went to the Everyman to see both the little comic shop section and the third in the Now You See Me franchise. It was incredibly stupid, but in an entertaining way. Emma was even given some fancy playing cards which were a promotion they had a lot of going spare as not enough people turned up to the premiere.

We had breakfast, went out of the Premiere Inn and luckily saw someone who was headed to Thought Bubble, so we were guided to the optimal route over to the entrance.
The halls were incredible, like a smaller comic fair stretched out to eternity and with nary a Funko Pop in sight. We had a couple of missions to do which would help us orient ourselves to the con.
First up, I had to drop off Explosion High to the WIP Comics stall and introduced myself to the folks there. I’ve contributed to the digital version of the most recent WIP anthology, but still feel fairly new to their group. I picked up a graphic novel for Mike Armstrong (of WIP and Explosion High fame, also a dear old friend from my days as a sixth form comic nerd). The final early mission was to see Matt Hardy to check in and see how he’s doing.

He was busy doing his sales patter and had already been having a good morning selling Thunder Child. The comics looked gorgeous, and I also got to see physical copies of Vehi-Kill in a collected format. It’s the book that sold me on Norrie and Faye Stacey as people I needed to collaborate with.
Speaking of which, I only briefly saw Norrie, who Matt introduced me to but I only realised it was him after we’d parted ways. He wasn’t exhibiting and I didn’t get to give him the attention he deserved. Hopefully we’ll meet again before too long.
After a week of faffing around writing and re-writing a pitch for the 2000 AD writer’s talent search, I put my name down. Up to twelve people would be selected and there were about twelve when I went to the stand. Later in the day, it had already run to several pages, so I wasn’t sure about my efforts.
Emma found a sticker trail which took her most of the day and for £2 looked like an incredible time. She found so many stalls she wouldn’t have gone to without it and had made a note of several places to go back to and buy comics from.
As far as famous folks, I didn’t really speak to any of them, but I saw people chatting to Kieron Gillen and Paul Cornell, I saw the mysterious ‘box of treasure’ Al Ewing left behind at his stall when he was busy either on a panel or wandering about.
I think I was the one to crack out of me and Emma, when I saw some cute bird badges and a book of interviews about Marvel’s Ultimate Universe. I’m a sucker for inside baseball talk, so I had to check it out.
I saw Doctor Doom and Valeria Richards, and told Doom I was an admirer of his work.

There were a lot of panels I’d put down to check out and made it to two of them.
Silence! To Astonish was a convention classic and I admit I’d only heard of both podcasts when they had a crossover with some other comic podcasts (and Al Kennedy’s appearances on them in the years since). They had Kieron Gillen, John Allison, Al Ewing and Megan Huang guest starring, answering some bizarre questions, doing challenges like sewing trousers or at one point taking over the podcast.

Next up was 2000 AD – The Galaxy’s Greatest Panel. As readers here will know, I’m late to 2000 AD but have fallen in love with it over the last few years. Chloe Maveal (aka KLO-E from the 2000 AD podcast) hosted Garth Ennis, Sean Phillips, Jock and Kelly Kanayama on the panel. It was my first time seeing most of them in person and good fun going through their history with the comic.
Having spoken to Matt about the fabled mid-show party, I was told to head to the Majestic instead as it wouldn’t be as loud and there would be some comics folks to chat with. I went to dinner with my beloved and as she has a vastly smaller social battery and had some work to do, she went back to the hotel while I went to the Majestic bar, ordered a whisky and awkwardly sat around looking for any comics folks. There was an Indian wedding which had some great fashion, but was definitely not anything comics-based. I worked on my two-minute pitch for 2000 AD and eventually saw some comics folks congregating near the front of the area.
Once I found comics folks, I had a really nice night, chatting with Dave Taylor, Bruno Catarino, Barry Nugent from Geek Syndicate, and one more person who sadly I didn’t ever get the name of. Matt Hardy and Rob Jones came by after a little while, so it was a night filled with old friends and new.

We got up with enough time to chill with breakfast and check out, then walked over to the convention unaccompanied this time. I was still going through my pitch in my notepad and seeing if there was anything I could trim or change.
Emma was hunting down the harvest stamp trail which luckily I’d realised Faye Stacey was organising. We went to their stall and grabbed a list, then Emma went off scouting while I had a bit of a wander.

As time drew near to the pitch panel, I bumped into an old customer of mine from the comic shop, who was also one of the backers I knew from my old Explosion High Kickstarter. We compared our experiences of the con until I realised it was time to head to the panel.
I was nervous about pitching and what the other competitors would be like. An edgelordy looking guy was muttering about heckling in the 2000 AD panel and fortunately didn’t actually do it. The group were lovely and we were all psyching each other up at the front of the queue to get in.

The panel were Rob Williams, Leah Moore and Paul Cornell, with Michael Molcher hosting. I’d heard him on the 2000 AD podcast, and it’s always interesting seeing a podcast host in person for the first time. He was good at acting like he was goading gladiators to fight, but also really being pretty supportive.
I was early in the running and drawing on the confidence of pitching my project rather than myself, I feel I did pretty well with “A Bird Pecks at a Mirror”. I made eye contact with the panel and with the audience. I kept to time (I think… Molcher didn’t tell me I’d gone over). After my pitch, I made notes, trying to get names of the other competitors and how their pitches went. The winner and honourable mention were definitely my two favourites (other than mine).
While it feels like a terrifying experience up front, I found it pretty exhilarating to do. The people were all nice and the panellists were genuinely interested in the pitches. Paul Cornell was very thorough in his attitude towards what a Future Shock needs. Rob would get folks to go back and elaborate on some elements, freed from the two minute pitch time. Leah picked up some fun hooks and genuinely seemed to enjoy a lot of the suggestions.
Personally, I intend on going to Thought Bubble again and I want to try pitching again. I know it’s a bit of a lottery, but it was a fun one.
I met up with Matt and Emma afterwards, explaining what went down at the panel. Emma and I had a last wander round the halls, collected my unsold comics from the WIP stand and eventually made our way back to the station for the long ride home. There would be some time to wait, but we had a lot of comics to entertain ourselves with on the way back.


[show notes by Miles]
We’re still concerned with the Delta Quadrant as this episode of Casual Trek covers episodes from Modern Trek’s animated series concerning the Voyager, the Delta Quadrant and all assorted antics. First up is the Prodigy Season one mid-season two-parter ‘A Moral Star’ where Dal and the Protostar gang plan to actually do a Starfleet with a little bit of heist antics as they try to break out the prisoners of their old home and then in Lower Decks’ ‘Twovix’ as Boimler grapples with the possibility of promotion, the crew of the Cerritos discover that when there’s an outbreak of Tuvixes, Janeway was 100% right!
Episodes Discussed: A Moral Star (06:36) and Twovix (35:35)
Talking points: Dan Dare (SPACE HYPER HERO), Hades II, the dark history of the Mushroom Kingdom, more of the Dark History of Charlie’s time with Dave’s Comics, the one time the Holodeck safeties breaking was a good thing, Janeway is definitely cottagecore, 80s cartoons were great nostalgia, but modern cartoons do have some superior moments, Mantzoukis in Taskmaster has coloured our heroes opinion of Jakim Pog, many many references to Katamari Damarci, Janeway was right killing Tuvix, does Riker regret not having sex with his transporter clone? we make Tuvix a verb, an American is a Tuvix of Espresso and Water, what happens when coffee reaches Warp 10? Miles sings two separate theme tunes.
PEDANTS CORNER: The TOS episode Miles refers to is ‘Is There In Truth No Beauty.’ Miles and his wife DO have the Katamari Damacy soundtrack on vinyl, important to know.
The episodes can be found on all podcatchers, on Spotify or using this link:

I love a convention and 2025’s been a surprisingly big year for me with them (with two left to go between Thought Bubble and Dragonmeet). The thing is, a gaming convention is more than just games.
Here’s my list of top five non-game things from Essen Spiel 2025, presented in no particular order:

I love my 3DS. It was my favourite console for years, beaten only by the Switch. StreetPass was a fun thing which meant I took my 3DS everywhere with me for a long time. If you passed someone within about 30 feet or so, you’d get a copy of their Mii avatar, puzzle pieces for several Nintendo-themed puzzles and games.
Unfortunately the 3DS is no longer a popular console and while I’ll take it out sometimes and get a StreetPass hit, it rarely happens. That said, I had three whole StreetPass hits!

On the first day of the con I was eager not to get analysis paralysis when ordering food, so I just went for a giant pretzel. That was pretty good. Then the next day I discovered one of the food stands also sold them covered in cheese. Amazing.

In some of the halls you could hear a sudden burst of music starting and stopping. It was distracting during some of the teaches being given to us and we weren’t sure where it was coming from.
Steve and I were both talking about gaming tables with some aspirational thoughts to him moving and me moving some rooms around in my house. Some of them were ludicrous, with lighting, effects and in one case a central map which could be raised and lowered. We decided it was probably the tables making the noise.
I did actually find one of the sources of the noise in the pizza food truck in the outside part of the galleria. It would occasionally blast out some radio and with open doors, maybe that was where some of the noises came from, but I’m still going to say that they were all overly deluxe gaming tables.

I try and give up on the UK Games Expo app each year, so I was doubtful about the Spiel app. Then Steve explained what they’ve done and I instantly downloaded it.
The app has a map of the eight halls, a list of events, vendors and games, and they all work beautifully.
I checked off around 50 vendors to check out and half that in specific games, putting a star on them in their respective categories. The map part could zoom into specific halls so you can see the stands. Even better, you could select the star and view your favourites on the map. This was incredibly helpful. You could also get it to plot out a path between stalls and check them off as you saw them.
I admit I put too many things on my app, but by Sunday I had enough checked off to make more dedicated battle plans about where to go.
I’m very familiar with the Catan sheep at each Expo and sometimes you’ll get things like the Feed the Kraken designer bringing a soft toy octopus, but this con went to the next level.
Here’s a selection of mascots I saw, a number of whom were disturbing, but always a delight to find.





Last and definitely not least is the main reason for going along… the company. Steve is one of my oldest friends, having been shoved in my direction by a mutual friend who said he wanted to learn about RPGs. We met Alex a few years later when he went to our Magic (and other CCGs) night. The pair were part of some of the formative years of me as a roleplayer and were more than just players in my group. We were a family, and while folks have moved away, had families of their own and gaming groups of their own (in Alex’s case all the way across the world), I still love them both.
The pair were very patient with me sharing my varied hyperfixations (X-Men and indie RPGs mainly), and it felt incredibly comfortable being able to just hang out with them at a convention with no real expectations. While we’re all older than we were at other cons, we would leave the convention early, grab food and play some games before turning in. Steve showed us the start of Peacemaker Season Two on one evening when we were all gamed and people’d out. Unfortunately the noises Alex and I made during the night meant Steve making a self-proclaimed ‘nest’ in the hallway in our AirBnB, but other than that, it was an extremely chill time.
We’ve said we’ll have to do something similar for our joint 50ths, and hopefully we’ll be able to meet up some time before then, too.

Essen Spiel is big. Really big. It’s difficult to play everything, especially when you’re really awkward about hovering awkwardly by a table for ages. Not that it stopped us by the end, but early on, the three of us were a bit twitchy about it.
Here are a few notable games I saw, with the caveat that I didn’t play them so they may be better or worse than my impressions.
By Llamascape Games

The very first game we saw was this one. It’s in a little storybook-style box and has you all taking the role of people boasting about your accomplishments. I made a joking comparison to Hare & Tortoise for the similar case, but actually the race to all control the narrative direction is strangely comparable.
The boasts are all entertaining and include things like fighting windmills, if course. It’s part of a series with Moby Dick coming in the future. I’m going to have to keep an eye on this company.
This isn’t really like the others, but still worth talking about.

I didn’t expect much from the RPG scene here, but there was a lovely big stall of Canadian roleplaying games. I got to gush with the people at the stall about the works of Avery Alder and about Mothership.
I ended up picking up a small Mothership trifold adventure.

I love how tabletop games and analogue game technology has advanced over the years. This lends me more to a ‘cult of the new’ than an old gamer, but there are some I still love. Carcassonne, for instance. On the other hand, there’s Catan, which I feel I don’t really need to play again.
There was a really long Catan game, which I think was attempting to build a record. It looked cool, if you’re into that sort of thing.

A game I don’t care to play and a game I can’t play with my beloved as she’s far too good with it. I had to share this with her, more as a shared in-joke between us.
By CGE

I don’t know what the expansion contains and didn’t pick it up as I’ve not been able to get Galaxy Trucker to the table enough. Still, this expansion has the same name as an exclamation my dad would shout, so it tickled me.
By Floodgate Games

I was waiting for Alex to pick something up and didn’t want to get in the weird German fan game pen, so I hovered elsewhere. There was a fun game about hiding little plastic gem acorns from each other in a hand, shaking them and people guessing what’s there.
By CrowD Games

A cute cover goes far, and a (let’s face it) generally incompetent Winnie the Pooh solving crimes sounds like a fun idea. I didn’t see more than the cover and a skim of the back of the box. It looks like you’re travelling through scenes trying to solve puzzles.
By Ludonova
I love Junk Art. I think it’s something about my dyspraxia where I love tempting fate in a completely free environment. Or that I’m thinking all the time about how not to knock into everything while other people don’t think about it as much, so that’s given me practice for the game.
So what is Junk Art Revolution? I imagined a standalone sequel with new pieces or something like that. No, it’s a new printing of the game, with a couple of changes.
The person at the booth excitedly told me what they are:
I think I’ll stick with my edition.
By Blue Orange Games

Again, I was faced with an interesting prospect. What is this new edition of Kingdomino? They’ve released Queendomino and several other versions of the game.
This time, the person at the booth said:
Again, I think I’ll stick with my version and the brilliant scorepads in the BGStats app.
By Esperanto Game Studio

My app was decluttered enough to make questing through the halls a lot easier. That said, we came to the Esperanto Game Studio booth way too late and they’d sold out of their game. There was still a copy to check out.
Jisogi’s a worker placement game about all the stages of making an anime series. You start out with some pre-burnt out creators and gain more over time, putting together the ideas, the writing, the art and so on. It sounded simple, but was very pretty. Apparently a reprint campaign is coming soon.
By Purple Lantern Games
We didn’t manage to get into a game of this, but it looks fun. It sounds a bit like a cross between Mysterium and Betrayal at the House on the Hill.
By Fryxgames

I’m sure they’re good, but this felt like inviting disaster, especially with a chunky Terraforming Mars box on display. I’m amazed it stayed on.
Those were some games and game-related things I encountered at Essen Spiel but did not get around to playing. Did you play any of them and have anything to say about what I missed?
I’ve taken part in National Novel Writing Month for so many years now. It’s been a useful exercise and a community I’ve loved taking part in (even co-running for a while).
I have several drafts of novels which were made during NaNoWriMo and I’m even proud of some of them, even if they need work. This year, I’m not taking part.
NaNoWriMo, the organisation, has closed after several troubled years, poor decisions, scandals and so on. It’s such a gloriously simple idea that it persists, even if it’s not got a company behind it. Write 50,000 words in a month, so approximately 1,667 words a day. It’s a good task and one I would often exceed.
After my mum passed away in 2016, I found writing difficult, and losing a number of other family members, a mentor and a beloved pet in the years since created a kind of emotional battering which left NaNoWriMo as the only time I could squeeze out much creativity at all Despite all that, I’ve managed to get comic work during these years and made RPG supplements, in addition to the prose I’d make in NaNo.
This year I’ve finally been able to go part time to write for a day a week which has been incredibly helpful, although I’m still not as productive as I’d like. I guess I never will be, no matter how much I write.
So does this make for a perfect NaNoWriMo environment? Maybe. I’ve still got the final act of an urban fantasy book and the back half of a book about burnt out superheroes attending conventions to finish at some point. I’m going to use the weird freedom of being without a NaNoWriMo organisation to put a word count into or a community to lead or take part in to focus my attentions.
I won’t be taking part in National Novel Writing Month, but I will be trying to write a couple of pages of comic scripts a day. I have had multiple projects fighting in my mind for control and I’ll try to get first issues of both written to see how they feel.

Red Rails is a pre-WWII vampire story about people fleeing Weimar Germany just as things are falling apart. A vampire ends up in a carriage with a (formerly) wealthy family. He’d been working with artists in Berlin and was fascinated with their son, a musician. There’s going to be some romance, art and bloodshed as things go horrendously awry. It’s a big Child of All Nations meets Interview with the Vampire.

A Forest in the Sky is a dystopian story about an expedition from an environmentally-shattered world into a strange other dimension where nature still exists. I wasn’t entirely sure how to show all of it and listening to QAA talk about tech oligarch doomsday preachers made me break the back half of it finally. This may be 1-2 issues and is very much a space for climate rage to get itself out.
One day I’d like to finish my scripts for Explosion High 3, Amnesiac City (three of eight issues are written) and Past Futuremann Vs The Moon Mummies, but I’ve put them off until things look promising for any of them to come out. I’ve also been noodling on a serial fiction thing, but I’ll go into it if it works for me.

We’re at the limit of where I was at in my initial read through of 2000 AD, before I decided to start covering them year by year instead of hundred issues by hundred issues. I think I stopped just before Helltrekkers, which was a nice surprise of a story. Dredd’s not got many long story arcs this time, but in its place there are only two Strontium Dog stories which are bangers, and things feel like they wrap up in Rogue Trooper. Only, I know there’s more, so it’ll be interesting to see how that pans out.
There’s some more Ace, some D.R. & Quinch, which means more Alan Davis, and Alan Moore’s about for both that and Halo Jones, which begins this year.
The issues covered here are: 2000 AD issues 350-398, 2000 AD Sci-Fi Special 1984, Judge Dredd Annual 1985, 2000 AD Annual 1985.

Issues Covered: 2000 AD 350-398, 2000 AD Sci-Fi Special 1984, Judge Dredd Annual 1985, 2000 AD Annual 1985
Mega-City One’s still recovering from the Apocalypse War. Bob’s Law has some initially unpopular rebranding of sectors, and some financial incentives (and hidden costs) calming people down
Citizen Snork gives us a focal character who wants to stand out by having a really big nose. Standard Mega City One stuff, really. He gets a ludicrous nose and becomes a celebrity, but that brings a nose-hunter and a competitor for number one nose.
Haunting of Sector House 9 has a whole Sector House get possessed somehow and the Judges have to deal with it. I like how sparingly Dredd uses the supernatural, but it’s still there enough that this con someone’s pulled works enough.
Portrait of a Politician introduces Dave, an orangutan who’s good at sports betting and seen as being about as good a candidate as any other.
Super Bowl has the Judges following a sports team who have been threatened, but end up arresting everyone for a ton of different offences.
The Wreckers is short, but has some lovely Steve Dillon art.
Dredd Angel is our long story for the year, with Judge Dredd teaming up with Mean Machine, who thinks Dredd’s his dad. The pair have to venture out to the Cursed Earth and the tomb of Liberace. The cloned Judge Babies and the robots who house them are held there and people are going to nick them.
The pair have all sorts of fun shenanigans with Mean almost realising the truth and Dredd having to occasionally play the part of his dad, steering him away from doing anything too bad.
Gator shows us that the gators in the sewers of Mega-City One are of course more horrendous than your usual sewer gators and Wally Squad has Dredd tailing undercover Judges with some betrayals and literal arm-smuggling.

City of the Damned’s first six parts take Dredd and Anderson into a somehow even grimmer grimdark future. Vampires are all over the place, including Judge Hershey, and there’s a weird multi-armed mutant thing. All apparently destined because the despotic Judge Child was killed. I’m looking forward to seeing where this goes.
Collected in: Judge Dredd Complete Case Files 7 (up to The Wreckers), Judge Dredd Complete Case Files 8 (Dredd Angel up to City of the Damned)

Issues Covered: 2000 AD 350-359, 363-385
There’s only a couple of stories, but they’re nice long ones and all Carlos Ezquerra, which is always nice.
The Killing is a Battle Royale! Johnny and Wulf have signed up for the unscrupulous planet Zed’s big murder contest and are using it to rake in the money for the amount of people with bounties who are taking part. The Zeds realise that the pair are working together and aren’t as fussed about this as they’ll have to kill each other eventually. They won’t though, as they teleport out and blow things up as they go.
Outlaw! has those dastardly Stix Brothers shake everything up for the Strontium Dogs. They murder folks, including a S/D worker. The new director’s happy to put a bounty on Johnny’s head, as he’s secretly Nelson Bunker Creelman, Johnny Alpha’s evil dad! The Stix Brothers saved him from his eternal torment and now he’s using this position to help destroy more mutants.
Johnny’s captured and The Gronk has a heart attack. Wulf and a band of mutants stage a rescue attempt, but The Torso from Newcastle’s one of the casualties. Johnny calls their pair out and they accept, only to get gunned down which is frankly what the pair deserve. It’ll be interesting to see how things change after all this disruption and death.
Collected in: The Killing is in Strontium Dog: Search and Destroy 4. Outlaw’s in this preorder for Strontium Dog: Search and Destroy 5

Issues Covered: 2000 AD Annual 1985
Red Planet Blues is a short story by Alan Moore as the ABC Warriors are helping some humans going through an old Martian settlement where it looks like everything’s been dead for a while. That’s not entirely true though and something sinister’s lurking under the surface.
Collected in: ABC Warriors: The Solo Missions

Issues Covered: 393-398 (parts 1-6)
Old Slippery Jim’s back and this time he’s working with his wife and kids. It’s been a while since I’ve seen him, and here we’ve got the first half of this story. The DiGriz family realise that the world of Paraiso-Aqui’s elections are rigged and decide to do a coup. We’ll see how this goes.
Collected in: The Stainless Steel Rat HB

Issues Covered: 387-398 (parts 1-12 of 20)
The Gothic Empire is a society of aliens whose minds have been corrupted by human television. Oddly enough we’ll see this in American comics from the X-Men’s Mojoverse as written by Ann Nocenti, where the Spineless Ones’ dreams were invaded by human television and now they’re all mad from it. Here it’s a bit more genteel, at least at first.
The Gothic Empire is ripe for use by Torquemada even though he hates their kind, as they’re impressionable to the humans.
Nemesis shows up and dresses smartly, fitting the early 20th century style the Goths have adopted. Even better, he has a robot valet… Ro-Jaws! He’s back! I love this stinky little sod. He’s a weird valet and does threaten to overrun the comic a bit with his antics, but he’s good fun nonetheless.
Appropriately, Hammer-Stein has been serving the humans along with Mek Quake, who’s going to kill Hammer-Stein for his failures until it’s decided that he’ll go on a mission to kill Queen Victoria instead. Torquemada’s having fun with all this, as a ‘Phantom’ dealing with the Hell-Fire Society, pulling strings behind the scenes.
Collected in: Nemesis The Warlock – The Definitive Edition, Volume Two

Issues Covered: 350-355, 358-365, 367-392, 2000 AD Sci-Fi Special 1984, 2000 AD Annual 1985
Rogue Trooper is second only to Judge Dredd for the amount of coverage he gets this year.
Colonel Kovert hires a barely-willing Rogue for some covert missions, including taking him to a moon base where the Norts are trying to make their own GIs! It goes terribly, both for the base and for the Rogue/Kovert relationship.
You Only Die Twice kills Gunnar in his gun form and luckily he gets an experimental process to re-gen him. The lads are of course excited about getting their bodies back, but Gunnar’s acting weirdly. He’s been Manchurian Candidated and ends up back in a gun by story’s end.
Message from Milli-Com has a message of amnesty sent out for deserters, which might mean Rogue can turn himself in and get the lads into bodies again, but of course it’s a trap. The mission he’s sent on involves helping a bunch of Souther officers who die one by one, until it’s discovered that the remaining one wants to destroy the planet.
Portrait of a Rebel has Rogue show up at an apparently neutral city that’s been only fighting Southers lately. Rogue manages to trick them into fighting Norts, wrecking the agreement they reached with them.
Just Routine is a nice little slice of Rogue’s rubbish life, while Death Valley has him working with a Nort to deal with a field of living cane that is killing people. Oddly enough I’d read a Usagi Yojimbo story similar to this recently, but this doesn’t end as positively.
M for Murder brings back Major Magnam, a complete piece of shit. He’s been re-genned and is hunting Rogue for deserting. Thanks to some Nort traps, the hunt and the re-genning of Magnam don’t last.
Rogue’s hunt for the Traitor General concludes in To the Ends of the Earth, but he’s not going easy. Rogue’s own chip friends are turned against him, acting as trackers and even conspiring against him whether they like it or not. He wins and has enough evidence to expose the Traitor General, so I’m curious to see how this story continues in 1985.
Collected in: Rogue Trooper: The Complete Collection – Book 2

Issues Covered: 378-398
Oh god, they’re back.
On the Dangle has Ace fleeing from prison, breaking out his crew, his ship and joining up with a pirate who he also breaks out. Evil Blood has one of the most on the nose names out there. Ace and his gang aren’t taking up a life of piracy, but are actually undercover to rescue a (literal) pig of a princess. They’re free and have a new nemesis.
Strike! has the crew of the Speedo Ghost unionise against Ace and frankly, good for them. They rake him over the coals a bit about his shit behaviour.
I will say, it doesn’t feel quite as bad as the early Ace Trucking, either because I’m getting used to the faux-trucker speak or they’re getting a bit less extreme with it.
Collected in: The Complete Ace Trucking: Volume Two

Issues Covered: 350-367, 2000 AD Annual 1985
The Shoggy Beast concludes with a big of a comedy of errors as Slaíne ends up sleeping in the same bed as the man who turns out to be The Shoggy Beast. He kills him, which upsets the beast’s old human mum.
Sky Chariots has Slaíne donating his mammoth and then when a Drune kills a tribesman’s son, he follows the attackers to some ships… that fly! He and Ukko end up in another land and he ends up having to protect Slough Throt for a bit. He finds out Throt’s plans for Ragnarok and he ends up killed by animals. Also his plans are wrecked.
Slaíne’s off travelling after in Cambria and meeting dragon farmers, apt as the story’s called Dragon Heist. They’re a bit odd and think that Slaíne’s there to steal their dragon. They make friends… kind of, with Nest, a girl who’s the latest of the witchy women with unscrupulous relatives. Her dad’s dead, her uncle’s a jerk and tries to sacrifice her to Mata, a wild dragon. Slaíne gets his own ride; a dragon called Knucker, Nest kills her uncle and then they’re all off to the next adventure.
Collected in: Slaíne – The Definitive Edition, Volume 1

Issues Covered: 387-398 (1-12 of 29)
Originally created by John Wagner, José Ortiz & Horacio Lalia
This is one of the first stories I’ve read in a while where I went in with literally no idea what it was about.
Helltrekkers is set in the Dreddverse, as a community of people have decided Mega-City One’s too much for them and have decided to travel the Cursed Earth to find a place to call home. The problem is that pretty much as soon as you’re out of the gates, the Cursed Earth will try to eat you.
Sure enough, they go through the Sauron Valley which no, isn’t about mad scientist pterodactyls in jorts, but is filled with dinosaurs from Jurassic Parks gone wrong. Things go a bit Flesh, and then there’s some disease, some acid rain and a family of bastards who look like they might become a threat. We’re under halfway and things already look pretty rough for the travellers.
This feels very much in the spirit of Flesh, Planet of the Damned and the other early 2000 AD/Star Lord strips which saw doomed people in deadly places.
Collected in: The Helltrekkers
RPG Ideas: If they were competent, I’d say Vesna Thaw and if they were in a location then The Quiet Year. I guess you could do The Quiet Year with a convoy on a map. The doomed journey does make me think of Trophy Dark and what’ll be left of the travellers when they reach their location.

Issues Covered: 350-359, 363-367
Originally created by Alan Moore & Alan Davis
Apparently the Tharg’s Time Twisters story about the delinquent alien students wasn’t intended as a pilot for an ongoing strip, but I’m pleased it was. As I said last time, it feels like it works for me more than Ace. I don’t know if it’s just Alan Davis’ art, or the interiority of Quinch or that the arrogance of D.R. is obviously the hubris of an idiot instead of backing up the competence (relative to the rest of the world) that Ace has.
D.R. & Quinch Go Straight starts as the pair mean to go on, with the pair in court for their many crimes, trying to prove that they’re honest and decent folks by starting a home for dangerous maniacs called “Massacre House”. It goes wrong, of course, but D.R. and Quinch end up going on holiday with the charity money they received.
D.R. & Quinch Go Girl Crazy introduces a potential Yoko situation as D.R. tries to impress a girl, Chrysoprasia, pretending to be respectable as she’s fairly innocent and religious. In a fit of jealousy, Quinch kidnaps her and shows her all of D.R.’s terrible behaviour. Joke’s on him though, as she’s into that. She takes on the name Crazy Chrissy and when the pigs arrive, D.R. and Quinch end up blaming her for their crimes.
D.R. & Quinch Get Drafted has the pair assume that getting drafted to a war (they created back in …Go Straight) means visiting exotic places, getting all their food and drink comped and so on. They get locked up for killing their own platoon by mistake, meet Crazy Chrissy again and end up saved by Quinch’s mum.
D.R. & Quinch Go to Hollywood takes a bit of a pivot as their pair steal an illegible movie script and pass themselves off as famous directors. They hire an equally illegible actor and while the film is mostly improvised, it becomes a cult hit. The screenwriter they stole it from ends up having been asleep instead of dead and takes his terrible manuscript back, leaving the pair back at square one.
Collected in: The Complete D.R. & Quinch
RPG Ideas: Each of these separately feel like they might work well as odd Fiascos, or maybe even something like Going for Broke, a sitcom RPG where the players argue, come up with terrible plans, have things go wrong and end up at square one.

Issues Covered: 368-369
Originally created by Alan Hebden and Ian Gibson
The reading list I’ve got lists some quite short stories like Agent Rat and this story. Jebel Claw’s escorting Maze Dumoir to testify about a guy called Gorgon Van Kline. The pair crash and he finds out she’s a spy. The pair are also being pursued by slavers and luckily Maze gets them out of trouble. It’s fine, I like some spy action and a female protagonist who’s good at what she does. That said, what she mainly seems to do is strip off. As far as I’ve managed to see, she doesn’t exist outside of this story.
Collected in: 2000 AD Presents: Sci-Fi Thrillers
RPG Ideas: There’s not a huge amount to go with here, but Spy-Fi is a fun science fiction spy RPG which has some nice dynamics between the characters, the enemy and the GM.

Issues Covered: 376-385
Originally created by Alan Moore & Ian Gibson
Out of the new stories for the year, here’s the one with a reputation as something big. That said, it starts interestingly small for this first book
The Hoop is a world with no jobs or prospects, various gangs and musicians, but nothing much for young folks to do. Halo Jones and her friends are stuck here, watching ships going in and out, but never leaving. Halo hates this, and is still living a life with no prospects, with mandatory curfews. It’s this which causes the initial drama as an attempt to go shopping becomes a quest and has our cast locked out at night. Her friend Rodine’s a fun mess, Even accidentally macing herself at one point.
When they get back, one of their friends is dead and that’s it, Halo’s done with The Hoop. She gets a hostess job on the next flight out. Sadly there’s only one spot available, so Rodine will have to stay behind. We’ll see how things go in book two.
Collected in: The Ballad of Halo Jones: Full Colour Omnibus Edition
RPG Ideas: Given the scope of the story so far, it’s a little tricky, but I’m going to say Flotsam. It’s a GMless RPG about the lives of people low down in a space station or shop. There are conflicts and dramas, but you also see the regular lives of these people. Players take on a character and an aspect of the world. If you want to see its destruction, then maybe Downfall instead.

It’s tricky picking highlights. I enjoyed a number of the Rogue Trooper stories and both the Strontium Dog ones. Dredd was fine, with Haunting of Sector House 9, Dredd Angel and City of the Damned as the standouts.
Helltrekkers is fun, but I’m reserving judgement for 1985’s post. Maze Dumoir could have been interesting but was a bit of a damp squib. I think Nemesis Book IV and Halo Jones were definite highlights, and it’s been fun watching Slaíne working with some a witchy girl to overthrow her awful relatives this time.

We’re almost caught up with the comics I’ve read once when I was going to cover them a hundred issues at a time. That was proving untenable as I’ve been needing to keep notes to remember what happened 52 or so issues at a time.
This time we’ve got Alan Moore having his first ongoing 2000 AD story in Skizz, some more Nemesis and a dramatic end to Harry Twenty on the High Rock.
The issues covered here are: 2000 AD issues 297-349, 2000 AD Sci-Fi Special 1983, 2000 AD Annual 1984, Judge Dredd Annual 1984.
Issues Covered: 2000 AD issues 297-349, 2000 AD Sci-Fi Special 1983, 2000 AD Annual 1984, Judge Dredd Annual 1984

There’s no one massive story here, but a few multi-parters.
Night of the Rad Beast has a person that’s 90% machine and highly radioactive on a rampage. The Last Invader has a remnant of East-Meg One who thinks the war’s still on. Given there was a recent story about weaponising a kid who thought he was related to an East-Meg soldier, I’m guessing it’s not over yet.
Shanty Town shows an uprising outside of Mega-City One which ends with even the innocents in the town getting driven away. It’s always impressive seeing the kind of dystopia of the city happened early on, rather than being something which grew with re-examinations over time.
The Starborn Thing shows more weird horrors as a UFO crash ends up with the deaths of several judges and the possession of Dredd by a weird monster. It moves on, but Dredd nearly dies just because of this little thing.
Block Out at the Crater Bowl in the Sci-Fi Special has art by John Byrne of all people. It’s weird seeing Dredd drawn with the signature Byrne chin and his bug-eyed supporting characters are allowed to look even weirder.
Condo shoots Dredd up into space to solve a spate of sabotage on wealthy space condos. Then there’s some supernatural influence with Cry of the Werewolf, which starts as just one werewolf, but gets bigger and more horrifying as it goes.
The Weather Man has a musician conducting an ‘orchestra’ of weather to a hostage audience. The Judges finally figure out who’s doing this, but not before the audience all die.
Requiem for a Heavyweight brings back the Fatties who were mostly imprisoned in rehab, but that doesn’t stop an underground eating contest from leading to the deaths of several people.
Graveyard Shift is a longer story, covering a single night on the job with all sorts of crimes going on. There’s a biting-based fighting ring and a man with a disintegrator who’s trying to break a record.
A Rumble in the Jungle has a three way gang war in a building site get trashed by the Judge’s new “Manta Prowl Tank” which feels like something I’d have expected to see in a kid’s toy range.

Bob and Carol and Ted and Ringo features a quartet of dinosaurs which are paraded around town and broken loose by a janitorial robot. Bob is the main mischief maker out of the dinosaurs, eating people on his way to the border of Mega City One and eventually getting decapitated. He still runs around for a bit, and the others make it out of the city safely. A happy ending for dinosaur lovers.
Collected in: Judge Dredd The Complete Case Files 06, Judge Dredd The Complete Case Files 07
Issues Covered: 2000 AD 297-307, 312-334, 2000 AD Annual 1984

This year sees the end of Robo-Hunter (as far as I’m aware).
Play It Again Sam continues from last year and is still just as interminable. The songs written out on the page as Kidd’s anti-robot “Human League” get sent ‘on holiday’ to a concentration camp. Hoagy guards them and eventually manages to rescue Sam once some sense is shaken into him. It turns out Sir Oswald Modroid did all of this and Iron Aggie is brought back. This wasn’t a good story and has only been made worse over time.
Slaying of Slade is bizarre. Sam’s killed by some tiny meks and he has an out of body experience. Apparently there’s another Sam out there and the bureaucracy of the afterlife needs Sam to figure it out. There’s a clone body raised as Sam Scumm, who’s a lot more down on his luck. He enters Sam Scumm’s body and shares it with him, pretty much picking up where he left off but with a second Sam in his head. Eventually the pair manage to stay alive, avenge themselves and retire to Tahiti.
51 years later… we get Sam Slade’s Last Case, where Hoagy and Stogie try to break him out of his lazy retirement. They drug and kidnap Sam, who doesn’t really appreciate it. What looks like a villainous robot doctor turns out to be a wellness retreat, so they’ve not really got anything for him to save. Eventually they decide to simply drug him and send him to rehab.
Collected in: Robo-Hunter The Droid Files: Volume 2, 2000 AD Ultimate Collection Issue 30
Issues Covered: 2000 AD Annual 1984

There’s only a little bit of the lads this time, as they face off against some people who are similar to but legally distinct from the Thunderbirds, who have been manufacturing disasters.
Collected in: Ro-Busters Vol 2
Issues Covered: 2000 AD 335-345

There’s only one story this year, but it’s a long one. The Moses Incident kicks off when a kid called Moses follows Johnny on a mission and is killed. After seeing the impact on Moses’ family, Johnny heads to the Isle of the Dead, a castle on a lonely planet, serving as the prison for Malak Brood. The man’s a necromancer and a real creep, having reanimated his brothers into a pair of heads attached to the same box.
Malak asks for Johnny’s life, then pivots to asking for his freedom. Johnny tricks him and while Malak’s a man of his word, that word is, ‘betrayal’. Moses is brought back wrong, leading to the town wanting to lynch Johnny & Wulf until Moses’ mum shoots their ropes. She gets what happened and there’s been enough killing. That said, there’s a little more killing to do, as Johnny returns to Malak, stabs the ball and chain he’s attached to and the necromancer dies. The guild melts him and all his zombies.
Collected in: Strontium Dog: Search and Destroy 4
Issues Covered: 2000 AD Annual 1984, 2000 AD 335-349

This book starts with a fight between centaur knights for the hand of Nemesis. Chira wins and the pair are married. Unfortunately Magna, the rejected party, calls on Torquemada.
Nemesis and Chira have a hatchling and call it Thoth. They also see Great Uncle Baal who’s brought some dancing skeletons. What hijinks!
Torquemada sends an invasion force after Nemesis, including Mek Quake! It’s fun to see him again, even if he’s evil here. He’s joined by a mech called Torque-Armada and Nemesis’ trickery had the two fight. He also torments a human knight called Sir Evric, offering him wishes in return for fleeing. He takes it, and is turned into a monster with a giant face. While I’ve not read much Nemesis prior to this readthrough, I’m sure I’ve read this part before at either my dad’s girlfriend’s or a friend’s I was crashing at.
Unfortunately all is not well, as Chira’s attacked and killed. She’s forseen this and bestows her powers to Thoth, then hides him before she’s killed. Thoth hypnotises an assassin into thinking he’s a human baby and can scheme from there.
Collected in: Nemesis The Warlock – The Definitive Edition, Volume 2
Issues Covered: 2000 AD 297-349, 2000 AD Sci-Fi Special 1983, 2000 AD Annual 1984

Fort Neuro continues with the siege of a group of odd larpers, such as the ‘disco greeks’ and the ‘scavs’ who are based mainly around Abba. Rogue manages to unite them against the Norts and eventually the people there are driven sane.
We meet a fun antagonist in Major Magnam, a GI whose chip is living in a gun and is a massive arsehole (despite not having one). He pulls rank and is a jerk, eventually given to a Souther salvage squad.
The Sci-Fi Special introduces some literal warheads who make for a fun one-shot antagonist.
Milli-Com Memories actually gives us more insight to the game as a delirious Rogue accidentally reveals things he’s been keeping from his comrades. He overheard that Gunnar’s not all that stable, he confesses that a female GI, Venus Bluegenes, fancies him instead of Helm and then that Bagman caused the deaths of some clone rejects.
Despite all of this, they still manage to help him and pretend not to have heard anything.
Eye of the General passes the perspective back and forth between Rogue and The Traitor General, who he’s closing in on. We meet Bland and Brass, a pair of mercenary scavengers who seem to have a fun time with everything. Despite that, Brass gets killed by the Traitor General who gets away.
From Hell to Eternity reunites Rogue (and Helm) with Venus, who’s been stranded on an island for a while. She’s grateful to see Rogue (not Helm) all seems well until we find out that she killed the other people stranded with her for being ‘weak’. Rogue abandons her on the island which is blown up. I’m aware Venus returns and we don’t see a body, so I’m guessing she’ll make it off one day.

Gasbah has an alien (or ‘ali’) bar which Rogue rocks up to. Of course, those tricksy Norts have also made it to Kyro and the Gasbah. Rogue’s helped by a weird ceiling fungus which gives its life to help him blow them up.
Finally in Timeslip, Rogue gets into some bio-acid wires and goes through a dome into what looks like an old Earth museum. He panics and everything goes nuts, only it turns out that he was hallucinating and thrown out the the inhabitants.
Collected in: Rogue Trooper: The Complete Collection – Book 1, Rogue Trooper: The Complete Collection – Book 2
Issues Covered: 2000 AD 299
Genius is Pain sees Snazz abducted from his latest near-death experience by The Manager of the Universe. He thinks he’s being tried and runs away before finding out that it’s his six millionth birthday. His present? Edwin, his obsequious robot, is returned to him.
Collected in: Complete Future Shocks Vol 2
Issues Covered: 2000 AD 297-307

The back half of this story realises the same problem that Lost had. After a while trapped in a place, you need to get off of it. Not before Magnifico 7 realises what happens if you pretend to snap; getting put on a horrific moon asylum.
Harry gets into an escape pod with Genghis and Old Ben, having made a parachute unlike the last batch of escapees. They fight a squark (half-squid, half-shark) and get tracked down. It turns out that Old Ben’s been an android traitor all this time, letting Harry think he had a way out before springing the trap. Genghis burns to death and Harry’s taken back for a quick sham trial with Warden Worldwise.
He teams up with Big Red just long enough to cause a riot, then gets betrayed by him of course. Harry’s riot ends up with the High Rock being taken over and after Worldwise starts fighting them from the vents, eventually he’s taken down. A bomb blast knocks the high rock out of orbit, where it’ll eventually get them to somewhere less awful than Earth. Hopefully it won’t go all Space: 1999.
This was a fun story and a complete one. It could have lasted longer, but I’m pleased it went out on a high note.
Collected in: 45 Years of 2000 AD – The Best of Gerry Finley-Day
Issues Covered: 2000 AD 308-330

Originally created by Alan Moore and Jim Baikie
Why yes, E.T. had only recently been released before this comic started.
An alien ship goes off course and crash lands, dropping off rat-like creature who finds his way to Birmingham and the bedroom of a teenager called Roxy. She’s got fairly inexplicable hair and a rebellious streak. She also has some friends in Loz and Cornelius, a biker and a van driver who’s been through some things. Roxy helps an ailing Skizz get better and teaches him English before the bad guys show up.
Van Owen’s the villain of the piece, a very Gestapo-coded guy who believes Skizz is here with malicious intent. He abducts Skizz and Roxy gets arrested, but Loz, Cornelius and some bikers manage to hold a protest. As everyone faces off against each other and Cornelius gets shot, a UFO appears! Cornelius flings Van Owen away and Skizz tells his family that the humans are okay. Skizz says goodbye and leaves, and we’ve got a rare 2000 AD story where the protagonists haven’t died at the end.
Collected in: The Complete Skizz
RPG Ideas: Kids on Bikes has more of a Stranger Things direction, but it would work perfectly with the youths in this series and Skizz itself filling the ‘powered character’ role.
Issues Covered: 2000 AD 317
Originally created by Alan Moore & Alan Davis

I don’t normally cover the Time Twisters or Future Shocks, but this time we’ve got the introduction of D.R. and Quinch, who’ll get their own stories in 1983. “Diminished Responsibility” aka D.R. and the mute Ernie Quinch are suspended from their college and end up on Earth, messing with it throughout time. They cause a number of mysteries in order to offend their dean. Alan Davis’ art is evolving and he’s so good at drawing weird guys. He’ll really put this to use in Captain Britain and Excalibur.
Collected in: The Complete D.R. & Quinch
RPG Ideas: I’ve not got much to go on. For this story specifically, there’s Timewatch which has some time travel shenanigans, or some of the weirder Fiasco scenarios. I’ll probably revisit this next time.
Issues Covered: 2000 AD Annual 1984
There’s only one story for Judge Anderson, but she’ll be back in the future. Anderson’s got another possession case to deal with and goes on a journey of the mind.
Collected in: Judge Anderson: The Psi-Files Volume 01
RPG Ideas: It’s not out yet, but Hollows is a game about entering people’s inner demons, made into literal fights in their mindscapes.
Issues Covered: 2000 AD 330-349

Originally created by Pat Mills and Angela Kincaid
Sláine is a Celtic barbarian comic and originally I wasn’t sure how Conan-ish this was going to be. I’ve read some Conan both in prose and comic form, and I’m ambivalent towards it. Sláine’s been good fun so far, with roguish protagonists and weird Celtic lore being explored.
The Time Monster introduces us to Sláine, his axe ‘Brain Biter’, his conniving dwarf mate Ukko and his ability to ‘warp spasm’, mutating his body and turning him into a monster of muscle and murder.
The Beast in the Broch has Sláine fancying a king’s bridge, Niamh. He runs away, buys a jail with a monster in it who turns out to be an old cutpurse friend. Only no, she’s died and been replaced by a snake woman.
In The Bride of Crom, Sláine is sent to rescue the daughter, Medb, of a tribal leader from kidnappers. Sláine and Ukko get put in a wicker man and manage to fight their way out, but Medb is a Druness, working for the evil Slough Feg. She dances with a bull to demonstrate to her Lord Weird that she’s good to go forth, marry into a Celtic tribe and spread chaos.
McMahon’s art in the last arcs are a bit sketchy and the gaps in the inking make it look like rain. Still, this has been an interesting story, especially as I’ve not got a lot of knowledge of Celtic lore, myself.
Collected in: Sláine – The Definitive Edition, Volume 1
RPG Ideas: Ironsworn might work well for the kind of solo action that Sláine gets up to. There are a few specifically Celtic RPGs and a Sláine RPG, but I’ve no real experience of them. Swords Without Master is a bit Conan-themed, but would easily work for this sort of story with its ability to shift between grim and jovial styles.

I’m still loving the expanded look at the worlds of Dredd and Rogue Trooper, as we zoom out from just looking at them. Graveyard Shift was a nice idea but went on a bit long, but other than that, the Dredd stories were good. I loved The Moses Incident, even if the plot beats were a bit predictable.
I think my favourites of this era were Harry 20 on the High Rock and Skizz. I’m curious to see what one-off stories happen in the next year’s reading and how Thoth’s journey goes in Nemesis Book IV.

We’ve got some cracking stories this year, with Judge Dredd having its longest story arc yet, and a ton of Rogue Trooper.
The issues covered here are: 2000 AD issues 245-296, 2000 AD Sci-Fi Special 1982, 2000 AD Annual 1983, Judge Dredd Annual 1983
Issues Covered: 2000 AD 2000 AD 245-296, 2000 AD Sci-Fi Special 1982, 2000 AD Annual 1983, Judge Dredd Annual 1983

The Apocalypse War had a bit of a warm-up with Block Mania, and kicks off when East-Meg One nukes, invades and just keeps pummelling Mega City One. The Judges still have people suffering from Block Mania to deal with as well. The Sov leadership manage to find time to backstab each other while it’s all going down, and supposedly kill Dredd. The public dance “The Apocalypto” as everything collapses around them, and radiation floods the streets. Things seem relentlessly terrible, but in a typically bonkers Mega-City One way, but the Judges manage to push through, even after their chief is brainwashed.
The collapse of the city continues to be a part of the series all the way through the rest of the year, starting with a rising of masterless robots. Meka City sees the brilliantly-named Precious Leglock create his own robot city themed around wrestling.
The League of Fatties has the Fatties working together to steal rationed food and Fungus sees an infection break out from a wanderer whose mind broke during the Apocalypse War.
In Destiny’s Angels, the Judge Child is still scheming against Dredd. He uses his powers to break Fink Angel out of prison and resurrect Mean Machine, who was too much fun to leave dead. The pair close in on Dredd leaving chaos in their wake and kidnapping his landlord, assuming she’s his wife. Eventually the Judge Child is killed by automated missiles which is fine, but I hope he’ll come back. He’s too much of a shit to die this easily.
The Executioner is a Dredd-light story, with Blanche Kominsky avenging her husband. She’s a good character, sympathetic and of course given this world, doomed.
Collected in: Judge Dredd: Case Files 05, Judge Dredd: Case Files 06
Issues Covered: 259-272, 275-281, 283-288, 292-296 (parts 1-5 of 16)

The Beast of Blackheart Manor kicks off Sam’s time in the UK, where apparently barely any of us are working as it’s all been outsourced to robots. Unlike the present where automation’s probably going to just quietly and politely lead to poverty and death, in Brit-Cit, everyone’s pretty much permanently on holiday.
The Beast of Blackheart Manor is a murder mystery, while The Filby Case sees Sam warned away from a case repeatedly before he’s even taken it. In trying to rescue a robot from a cult, Hoagy is pretty much instantly indoctrinated by it.
The Killing of Kidd brings back Sam’s old colleague who was turned into a baby. He’s an actor in a sitcom and has been getting death threats. Given his terrible personality, it’s a tricky task as everyone wants him dead. Sam joins the cast as Kidd’s grandmother and gradually realises that everyone does actually want him dead and they’re working together to do it. Worse, when the cast are all arrested, Kidd decides to set up a rival detective agency.
I’ve little to say about Football Crazy, although if I was into football maybe some of it would have landed for me. There are some moments of racism both against the audience and the footballers, and Kidd pops up again to get in the way.
Play it Again, Sam starts in 1982 and will continue into next year. It’s… grating. I’m up and down on Robo-Hunter, but this is a definite ‘down’. Iron Aggie, a robot Thatcher, has decided that everyone has to sing in public or be arrested. This leads to a lot of musical sequences, which never works well in comics. There are narrative captions showing which songs the characters are ripping off, and Sam’s got to sing as well as trying to infiltrate The Human League. Not the band, but an anti-robot group.
Collected in: Robo-Hunter The Droid Files: Volume 1, Robo-Hunter The Droid Files: Volume 2
Issues Covered: 2000 AD Annual 1983
There’s a short story of Hammer-Stein having flashbacks to his time as an ABC Warrior and rampaging. As we’ve seen him in that era, Alan Moore’s able to call on those moments and that cast. There’s even a pleasant return in trying to get him to calm down.
Collected in: Ro-Busters Vol 2
Issues Covered: 2000 AD Annual 1983

Incident at the Back o’ Beyond is a fairly simple story where Johnny and Wulf both enter a Wild West town under the thumb of crooks, take them down and move on.
Collected in: Strontium Dog: Search and Destroy 4
Issues Covered: 2000 AD Sci-Fi Special 1982
Set before Black Hawk ended up in a black hole, this takes him back to his alien gladiator times. Similar to Strontium Dog, it’s nothing special, but it’s nice to see Black Hawk back.
Collected in: Blackhawk the Intergalactic Gladiator
Issues Covered: 2000 AD 246-257, 2000 AD Annual 1983

You didn’t think he’d be back, but sure enough, that bastard Torquemada has returned! Just as it looks like Nemesis and the various freaky aliens are working together, Torquemada manages to infest humans in a sympathetic community, mess them up and then move from them to a giant spider. I love that in the world of Nemesis, the giant spiders are normally friendly. He’s eager to cause all out war, so of course Nemesis has to put this scheme to an end.
Collected in: Nemesis The Warlock – The Definitive Edition, Volume 1
Issues Covered: 2000 AD 245-255, 258-259, 261-286

The story of Mean Arena ends, but not without some new teams to fight and a bit more of a look at some of Slater’s Slayers. Some trainees are brought in, just in time to fight the Oxford Invaders, who have been made to look like aliens.
After that, we get a bit more of a look at Brazen, who seems suspicious at first, but she’s the girlfriend of Matt Tallon’s dead brother, so she’s after vengeance as well! The Slayers fare badly against the Allerton Ants and Tallon takes some grief from the manager.
The vengeance story gets back on track when the Slayers fight a team made up of people dressed as vampires led by a blind woman called Mother Vlad. It turns out she’s faking and actually one of the three remaining members of the Hexa-Gang Tallon and Brazen are hunting.
Eventually, the team are fighting “The Rest of Europe” in a fake video game, only for Tallon to trap the final member of the gang in an actual video game. The reveal of who they were was good, but not as important as the games themselves or the challenges to Tallon in the story. I liked that other characters like Brazen, Wolf Rawker and Crazy Lil got a bit more panel time.
Collected in: Mean Arena Vol 1 – All to Slay For
Issues Covered: 246-258, 260-262, 265-296, 2000 AD Sci-Fi Special 1982, 2000 AD Annual 1983

Nu-Earth continues to be inhospitable with a deadly forest, hallucinatory gas and the Norts being dicks again. Rogue infiltrates a prison in order to break folks out and there’s even some engineered ape-men causing mischief.
Bagman gets a bit of depth in the Bagman Blues, where he gets shot and starts losing it. He’s still helpful, but there’s a level of uncertainty about what he can do.
A longer story is All Hell on the Dix-I Front, where an attempt to reel in Southern defectors turns into a bloodbath as the Norts attack it. Rogue makes a friend in Sister Sledge who his mates are instantly suspicious of. This was the same time as Brazen in Mean Arena, so I was wary of two suspicious women popping up. Unlike Brazen, Sledge is actually a traitor, a “Filth Columnist” who’s been poisoning people throughout the story. She gets her comeuppance and Rogue once again doesn’t trust anyone.
The Marauders has Rogue finally meeting The Traitor General, the Souther leader who caused the Quartz Zone Massacre. His face is all messed up and he’s leading some mercenaries, presenting some new problems. There’s even a bit where Rogue’s enemies have Helm, Bagman and Gunnar and are using them to hunt him. It’s fun seeing how and if they can react to help him.
The final arc of the year is the first seven parts of Fort Neuro, a border fort for the Southers which has themed itself around historical wars, starting with “The Napoleonic Complex”. These LARPers are armed, but feel like they might be doomed.
Collected in: Rogue Trooper: The Complete Collection – Book 1
Issues Covered: 245-285, 288-293

Oh god, more Ace. The group get the Speedo Ghost stolen in The Lugjack and have to recover it.
The Great Mush Rush is a race for a choice delivery route. This feels like the right kind of arc for Ace Trucking Co, as you’ve got a colourful cast of weirdos all competing with each other. Joobaloo! continues this trend as the group go to a gathering of truckers, only to find Feek the Freak’s terrible wife and a wrestling match, around the same time as Dredd was wrestling Precious Leglock.
Too Many Bams feels like an overuse of introducing wacky characters, as the cast have to help the Bams, who look like seaside caricatures come to life. They replicate by dancing and they keep doing it, leading to introduction after introduction of giant-faced weirdos.
The last arcs have Ace mistaken for a deity, which successfully happened in Abelard Snazz last year, and then trying to help Gator Magee, a crook Ace meets in prison. Breaking Magee out is more trouble than it’s worth, and then he betrays them anyway.
Collected in: The Complete Ace Trucking: Volume 1
Issues Covered: 245, 254

We get a couple more short Abelard Snazz stories, with him trapped on the way to paradise, socialising with gods as that’s what he was sacrificed as. He causes the gods to rebel and have a violent resurgence. He’s punished by having to solve a giant Rubix Cube. After that he’s rescued from the cube and messes up a peaceful society with some tennis robots.
Collected in: The Complete Future Shocks Volume Two
Issues Covered: 248, 252, 256
Joe Black of PEST is back, albeit mostly in Future Shocks. He finds a ‘Horn of Plenty’, able to replicate things. Then in The Hume Factor, he finds a society of giants and narrowly escapes a marriage to a giantess.
Collected in: The Complete Future Shocks Volume Two
Issues Covered: 273-274
Originally created by Steve Moore & Mike White

Rattus R. Rattus is a detective who’s also a humanoid rat, getting into scrapes and while he’s smaller than most folks, isn’t literal rat-size at least. Like Joe Black, he doesn’t feel too far from previous 2000 AD outings, so I can see why he’s only had two appearances this year. While he’s sent to find a murderer, there are some twists in the tale, like any good noir.
Collected in: Judge Dredd Megazine 351 contains Trouble on Tree-World.
RPG Ideas: This feels like something which could be done with the Gumshoe system, perhaps even one of their one player, one GM games.
Issues Covered: 287-296 (1-10 of 21)
Originally created by Gerry Finley-Day and Alan Davis

I love Alan Davis’ artwork. One of the earliest X-Men spinoffs I read was Excalibur and I’ve adored his art ever since. In this series, he’s beginning to become the artist we’ll know him as.
Harry Thompson’s sent to a space prison for twenty years, his surname replaced with his sentence as a way of helping dehumanise prisoners. His crime was trying to get food to islanders. He fights and then befriends Genghis 18 and Old Ben 90. The High Rock is a terrible prison few people ever leave unless they join the ‘Heavenly Bodies’, a ring of corpses orbiting the prison in space.
Harry 20 makes an enemy of Big Red 1, an evil Santa-looking guy with some scars who causes Harry to get knocked into space at one point. He finds a way back in, but takes some flak. Finally for this half of the series, a pair of prisoners execute a cunning plan to escape, but are detected and burn up on re-entry. Next year we’ll get the back half of the story.
Collected in: Harry 20: On the High Rock
RPG Ideas: There’s a game called Durance by Bully Pulpit Games, where you play the prisoners and wardens of a secluded prison. It’s based loosely on the early days of Australia, but works well in its own right. You could probably do something in a secluded space rock like this.
Issues Covered: 289-290
Originally created by Chris Lowder & John Higgins
Another tiny story, Ernie Grice aka Hemlock Bones is an actor with an uncanny resemblance to Sherlock Holmes. He’s abducted by aliens who are very disappointed that he’s the wrong person. It feels very Galaxy Quest, despite being made long before it.
Collected in: The Complete Future Shocks Volume Two
RPG Ideas: This feels like one where it’s not really worth doing this for, but this feels like a very Fiasco type situation.

There are a few surprisingly short runs in this year, with Agent Rat and The Great Detective Caper joining Abelard Snazz as stories which are just slightly too long for Future Shocks. Some series like Strontium Dog and Ro-Busters barely get a look in, but Judge Dredd and Rogue Trooper have some nicely chunky runs to read.
It feels like the comic’s allowing slightly more female characters into the comic with Blanche (briefly) in Judge Dredd, Sister Sledge and Brazen. They get the same kind of treatment as most 2000 AD characters (dead, traitor and dead, actually alive), too. Next year we’ll get our first female-led series with Snazz.


We’re back to 2000 AD with a year that finishes up a couple of the longer one-series stories: Return to Armageddon and Meltdown Man, as well as hitting the midpoint of Mean Arena. Judge Dredd’s getting more of a look at Mega-City One which I really like for fleshing out the weird dystopia. That said, this year was all about two debuts: Nemesis is finally seen outside of the Blitzspear, and fresh from the Quartz Zone Massacre, we have Rogue Trooper.
The issues covered here are: 2000 AD issues 193-244, 2000 AD Sci-Fi Special 1981, Starlord Annual 1982, Judge Dredd Annual 1982, 2000 AD Annual 1982
Issues Covered: 193-244, 2000 AD Sci-Fi Special 1981, 2000 AD Annual 1982, Judge Dredd Annual 1982

1981 starts with some repercussions to The Judge Child, with the arrival of another Angel Family member, Fink! He’s the freakiest of weird little freaks, with ‘pizins’ (poisons) which he’s using as a revenge plot against the Judges who killed his family. The Judge Dredd Annual shows the lasting appeal of the Angels, especially Mean Machine, as Pa sends him to rob a bank on his birthday. I’m assuming they’ll get resurrected somehow in the present day of the comic.
Pirates of the Black Atlantic has the embarrassingly-named Captain Skank whose mother is a sea monster attacking Mega City One. It turns out to be a Sov-Blok conspiracy, which sows some seeds for events later in the year.
Unamerican Graffiti shows the perspective of Chopper, a young graffiti artist, and it’s quite nice seeing MC1 from this perspective. Assault on I-Block-4 has ‘Gila Munjas’ from the Cursed Earth attacking the city.

The main story is short and comes at the end of the year, but it acts as a prelude to 1982’s event. Block Mania starts with a four-way battle of the blocks which suddenly takes off. Worse, it spreads. Some of the blocks are gassed, and it turns out to be a contamination in the water which is another Sov-Blok conspiracy! With so much of North Mega City One and some of the neighbouring areas affected, this is when Sov-Blok decide to strike!
It’s been fun seeing some smaller stories and a sense of the expanded Mega City One beyond just Dredd’s perspective. Unamerican Graffiti and the annuals’ Max Normal strips are good views at the weirdness of the comic world.
Collected in: Judge Dredd Complete Case Files 04, Judge Dredd Complete Case Files 05, Judge Dredd: The Restricted Files 01
Issues Covered: 193-197, 200-206, 210-221, 224-233, Starlord Annual 1982

The main story of the year is Portrait of a Mutant, which goes into the origins of Johnny Alpha as he and Wulf hunt down a man who turns out to be his father!
Johnny’s mum was out in a strontium storm, imbuing her son with strange mutations which was unfortunate as his dad was the Farage of his day, a politician coasting off a wave of anti-mutant hate. Johnny’s locked away initially and breaks out, meeting mutants who he lies to about his origin. From here we see some incredible mutants, like Clackton Fuzz, Middenface McNulty and The Torso from Newcastle. Some truly amazing people, and the art by Ezquerra is so good.
Kreelman ends up having to quit when Johnny and the rebels threaten a parliamentary scandal. The Galactic Crime Commission hires the toughest mutants as ‘Search/Destroy Agents” or… Strontium Dogs. Eventually Alpha finds his dad and the two have a confrontation which leads to him trapping his dad in a time loop.
The art’s so good on this run, and the raw wound that is Johnny’s origin does a good job to differentiate him from the other stoic 2000 AD heroes. There are a couple of stories after this including some shenanigans with the Gronk and Kid Knee, but none of them are as strong as Portrait was.
Collected in: Strontium Dog Search and Destroy Volume 3
Issues Covered: 222-223, 238-240, 243-244, 2000 AD Sci-Fi Special 1981

Originally created by Pat Mills & Kevin O’Neill
Not that the other stories are bad, but now we’re onto some good shit. I remember reading a little of this as a kid and not being entirely sure what to make of it.
We saw a little bit of this world in Comic Rock, Terror Tube and Killer Watt. There’s an interstellar empire which has gone all in on puritanical witch-hunting and is zealously anti-alien. Termight is overseen by Torquemada, who died in Killer Watt, but don’t worry, he’ll do that a lot.
The first stories don’t even feature Nemesis, but have Torquemada’s return, possessing a loyal acolyte. Nemesis’ Blitzspear from the earlier stories crashes and Nemesis is dragged out by superstitious locals. He’s strung up by them, but uses his dark magic to torment them until he can get free. In this story, all the kind of dark witchcraft and demonic behaviour you’d expect from a horror movie monster are used for freedom and stopping the oppression of aliens. There’s something gleeful to the horror of it.
Of course, Torquemada’s no slouch when it comes to the hellish imagery, even going so far as to have a horde of sacrifices above a fiery pit flanked by demonic statues. Luckily he’s pranked by Nemesis who ruins his plans and dispatches host body after host body for Torquemada until there’s nothing left but a spirit, and that’s what Nemesis is strongest against.
Collected in: Nemesis: The Warlock – The Definitive Edition Volume One
RPG Ideas: The Resistance Engine would provide some fun places to have these sorts of moments, whether it’s the abstract hell of Heart or the bad people fighting worse ones of the Drow resistance forces in Spire.
Issues Covered: 193, 197-202, 218-221, 226-227 (13-38 of 77)

We’re at the long mid-point of Mean Arena. Matt Tallon’s still trying to avenge his brother’s death and has a laundry list of people to take down. All while he’s also trying to play for Slater’s Slayers.
They continue where they left off, with the Southampton Sharks, in a version of Southampton I really wish was real. Their star player Jaws Jenson ends up killed by a newsagent who refused to move from the arena.
Next up, Matt gets trapped by the seven murderers, all eager to kill him before they’re taken down. Even backed into a corner he’s deadly, taking down most of them before it’s time to get back to the sports. The Slayers end up fighting the Edinburgh Executioners, a team with a knight theme. Between matches, Matt dresses up oddly like a superhero for a bit, takes on murderbots and pulls a switcheroo by giving a dodgy doctor a facelift to look like him, then briefly ‘dying’.
Like Harlem Heroes, it’s good having a wider plot than just the sports. In this case the vengeance angle. The rival teams all have fun designs, but there’s still something lacking in Slater’s Slayers, who don’t really have a theme other than, “the team the protagonist is in”.
Collected in: Mean Arena Vol 1 – All to Slay For
Issues Covered: 193-227 (16-50 of 50)

The shitty man version of Kamandi continues with Nick Stone helping the Yujees against the corrupt humans of the distant future, specifically Leeshar, who’s trying to engineer a new weird chimera version of Yujees as his own army.
Liana’s made a bit more human-looking but gets sidelined for a few stories, while King Seth goes from villain to treacherous ally. A nuke from human times is found and an obvious existential threat to everyone. Nick pretends to surrender to Leeshar and ends up using the nuke to travel back in time with him, which I’m pretty sure isn’t how that works.
Once in the present, Nick resolves to warm humankind about the asteroid that will cause the weird animal future and Leeshar immediately vanishes, along with everyone from his adventures who he hopes to remember. He’d better remember to get on with it.
While not the best story, it’s still entertaining seeing this weird kind of British take on a Kamandi situation. Belladinelli draws some magnificent freaks.
Collected in: Meltdown Man
Issues Covered: 193-218 (7-32 of 32)

Another story that started last year and ends here.
Last time, a devil-looking creature was brought on board a spaceship and two babies were created: The Destroyer and Amtrak. They both aged up rapidly, with one flying off to do evil and the other mutated into an unfortunate freak.
Here, Amtrak’s sold to a circus, meets his namesake, “the creator of the stones of eternity”. His immortality is used as a sideshow act until jealous performers bury him in a big hole. He’s gets rescued by a robot, gets turned into a Luke Skywalker-looking guy and meets a woman called Eve when he finds the mess that Earth’s become.
Eventually he defeats The Destroyer, only to find out this and the battle between good and evil was a fight between giant cosmic beings who are ultimately children. This isn’t the first time they’ve done this, but they’re called away by parents, stranding the pair on a planet where Amtrak takes the name “Adam”.

This was another bizarre comic and feels like there wasn’t a long term plan to it, or maybe it was intentionally this much of a mess. A lot is simply Amtrak suffering, but it’s compelling simply to see where it’s going to go next.
Collected in: Return to Armageddon
Issues Covered: 228-232, 234-243

Originally created by Gerry Finley-Day and Dave Gibbons
I’m not a big military fiction person, I’m the one Etheridge who’s not a big World War II buff. That said, there’s something about the horror of World War I which is compelling, and putting it into a weirder setting is even more interesting to me.
Rogue Trooper is about a rogue trooper literally called Rogue, and his three dead friends he installed into his equipment. They’re the fortuitously-named Gunnar (in his gun), Bagman (in his bag) and Helm (in his hat).
Nu-Earth is a blighted wasteland torn between the Southers and Norts, both of whom have ended up turning to weirder methods to get one up on each other. The Southers created Genetic Infantrymen like Rogue, but they were wiped out in the Quartz Zone Massacre, an event we hear about but don’t see yet. That’s where Rogue’s buddies were killed and he went off the grid. He’s still helping the Southers, but he knows there was a traitor who led to the massacre and wants revenge.
This world is… it’s a mess. Even if it’s something people are fighting for, it’s gone beyond being worth it and just fighting for the sake of fighting now. There are literal rains of arrows, Nort decapitation machines and even the land works against Rogue, paralysing him with his mates having to shout an avalanche to stop enemies. It’s a grim world and it feels like it’ll only get grimmer.
Collected in: The just released Rogue Trooper: The Complete Collection: Book One
RPG Ideas: The Yellow King RPG has multiple campaigns, one of which is The Wars. This is a kind of Carcosan combination of World War I and II, which we visit decades into a conflict. The sides are decided by the GM and players because ultimately it doesn’t matter, the game’s telling stories about surviving the horrors of war.
Issues Covered: 232-236, 239-244

Originally created by Alan Grant & John Wagner
I love an anthology, but as neat as they are as an idea, sometimes there are concepts which just don’t gel with a person. I was one year old when these stories came out and the trucking craze was something which I think was over by this point.
Ace Garp is a wacky alien with a more interesting crew on The Speedo Ghost. GBH is a giant alien with hair which swishes around like he’s in water and he believes he’s already dead. Feek the Freak is exactly the kind of little freak like Ro-Jaws, who I approve of whole-heartedly.
The trio have to deal with a rival space trucker at first and even fight The Kleggs, from Judge Dredd. Then they’re tricked into entering Hell’s Pocket, a kind of abstract Jim Steranko cover art area of space, where they’re going to get sacrificed in The Great City of Yaag.
It’s not too bad, it just doesn’t capture my interest and the space trucker jargon doesn’t help.
Collected in: The Complete Ace Trucking Volume 1
RPG Ideas: This is tricky, there are some space trucker-style RPGs, but they’re mostly grim like Alien, Mothership and Orbital Blues. I’d suggest just playing the Galaxy Trucker board game, but maybe an old trad favourite of mine, Alternity, might work. The Star*Drive campaign setting is full of strange things and some of the campaigns I ran could go tonally like this.
Issues Covered: 237-238

The Double Decker Dome Strikes Back! Alan Moore’s self-assured ‘genius’ who seems to fail forwards through his stories is back.
This time he tries to use a time tunnel to rig gambling and gets teleported out of a moving spaceship. Oops. This is followed up by him being found, thawed out and thought to be a deity because of his four eyes. Unfortunately even that doesn’t go well as this means he’s due to get sacrificed.
Collected in: Complete Future Shocks Vol 2
Issues Covered: 2000 AD Annual 1982

There’s a brief treat as we revisit the Ro-Busters, before their series ended, I’m guessing. Bax the Burner is a pyrokinetic who’s fixated on a nurse who’s a friend of the Ro-Busters. It’s not much of a story, but it’s just nice to see the lads again.
Collected in: Ro-Busters Vol 2

I enjoyed the last parts of Return to Armageddon and Meltdown Man, but two more of the mainstays of 2000 AD canon appeared with Nemesis and Rogue Trooper (and I guess Ace Trucking Co). Nemesis is so gloriously weird that I was instantly in love with it, and I was surprised at how much I enjoyed Rogue Trooper.
The low point was Ace Trucking, even if I liked the supporting cast. The lingo just doesn’t do it for me. Or Ace Garp.