Wrecking Havoc

It’s Cyclonus and Scourge versus Galvatron versus The Wreckers, in this enjoyable three-way scrap from 1988, set in mid-western town

Transformers meets Top Gun, or so it appears from Jerry Paris’ fiery cover for UK issue 172 and the opening pages of its lead strip ‘Wrecking Havoc,’ by Simon Furman (naturally) and the rarely-spotted-though-much-celebrated artist Bryan Hitch. In fact, as I review the story 34 years later, Top Gun Maverick is wowing audiences in the cinemas and so it seems rather fitting to be revisiting this Decepticon dogfight.

The Transformation page intro suggests that readers may have thought they were witnessing an aerial battle between ‘Action Force’ (the anglicised version of GI Joe) and Decepticons Cyclonus and Scourge. This makes sense given that there have been crossover stories in the previous year, and AF was the back up strip in UK Transformers at this point in its run (July 1988).

However, by the most exciting thing on the welcome page as far as I was concerned then and now is the glimpse of Powermaster Optimus Prime and the assurance “He’s on his way honest…” and in fact Prime would be returning to the main strip, not as a computer-generated character, but as a fully restored Autobot in issue 177, just five weeks away. Of course, at this point fans had no inkling of what ‘Powermasters’ were, so the Hasbro advert for this new toy-line, on page 17, would have been especially interesting. It features Autobots Joyride, Getaway, Slapdash, but not Optimus, and Decepticons Darkwing and Dreadwind, whose name tags were mixed up.

But let’s get back to Wrecking Havoc. This is the fifth of five two-parters from Simon starring the Cybertr0n-based Autobot resistance movement led by Emirate Xaaron, and with Ultra Magnus as their star player. It picks up from Deadly Games, where the team were last seen waiting for their trans-dimensional portal to come online and to deposit them across the vast gulf of space to Earth. It’s not a perfect technology and I get the impression it can only be used when planets are in alignment, or some such, hence they are having to leave without Magnus. (On the letters page, we’re promised that Magnus’ final showdown with Galvatron will come, although I’m not sure it ever does, presumably because Time Wars was curtailed).

In the absence of internet, Furman must have consulted the military books to look-up the Grumman F14 Tomcat and presumably Hitch will have been provided with photos of the elite warplane (which according to Wikipedia is still in service today in Iran, although it stopped being widely used in 2006). There’s some fantastic artwork from the 16-year-old Hitch of Cyclonus and Scourge zooming up on the F14s and striking with deadly force. The rear of one plane explodes and the two pilots eject – phew, no humans injured yet – but Scourge is less obliging than his teammate, blowing a second plane to bits.

It’s enjoyable to see Nightstick and Fracas, the Target master companions of the two future Decepticons, seated in the cockpits. We don’t get a strong sense of the relationships except that Cyclonus is dismissive of Nightstick and won’t let him near the controls, whereas Scourge seems to have more confidence in his companion, and they seem the stronger pairing. Both Decepticons believe they have been enhanced by becoming Target-Masters and bonding with the Nebulans. This is revealed later in the issue by Shockwave, who has agreed to provide sanctuary for the pair if their mission to confront Galvatron fails.

As the aerial battle continues, Cyclonus’ arrogance counts against him as he is duped by two planes suddenly banking left and right and leaving him to collide with a precipice that somehow crept up on him! Down but not out, Cyclonus must quite recover his bearings and destroy a sidewinder missile that is homing in on him. He and Scourge scuttle off with their metaphorical tails between their legs, embarrassed at being bested by human jets. They fear that it’s a bad omen for their meeting with their old boss Galvatron.

An interlude sees a slimmed down line-up of Wreckers (minus Magnus but also inexplicably missing Whirl and Roadbuster, a shame) going through their drills as Xaaron and Wrecker commander Springer express their concerns about the mission. A combat drop through an unstable portal is bad enough without facing one of the most powerful Decepticons in creation. There’s no backing out now… but I do have to wonder why Galvatron is such a target. They could, if they wanted, leave him to the Earthbound Autobots to deal with, while they concentrate on the bigger fish they must fry, namely overthrowing the Decepticons on Cybertron. It could be that with Prime now dead and his successor Grimlock having abandoned the Earth, Xaaron and Springer feel and obligation to fill the void.

Cyclonus and Scourge transform and land in the middle of a human settlement. Their arrival sends the human inhabitants (depicted in an array of eclectic outfits) to flee in a panic, all except one guy in a suit who is holding the shrunken gun-form of Galvatron and pleading to be allowed to go. Galvatron reverts to his robot form, surprising Scourge and Cyclonus, and although he stipulated that they should come unarmed there’s Galvy with his trademark particle cannon! He’s less happy that they have brought along the Nebulans – he also specified they come alone.

Oddly enough, given their history there are no pleasantries, nor any attempt by Cyclonus and Scourge to deceive their old boss by posing as allies and finding out about the time-jump control. They foolishly show their hand immediately by declaring to Galvatron that they have no desire to serve him and again, and they are prepared to take his trigger by force. Their intention is of course to return to 2008 and the position of power they enjoyed there.

Let’s explore that a moment. The are two ways to get to 2008. One is simply to sit tight and let the years roll around, after all 20 years is no big deal for an immortal robot. Or they can skip over those years with the device, saving themselves the wait, but then what – surely, they would run in an older version of Galvatron, laying in wait for them. It’s a flaw in the story’s logic I feel. (Or maybe they know that Galvatron is destined to die in the past?)

Reacting to their clumsy approach, Galvatron maintains the pretence that he still possesses the time travel device and challenges the two Target Masters to take him on. It’s certainly a fight I would have like to have seen, but alas it’s not to be, for at that moment the sky opens as the Wreckers descend from the portal, realising to their horror that they are smack-bang in the middle of a human settlement and the mission is already doomed. All this sets-up a strong cliff-hanger going into next week’s issue.

Jeff Anderson’s cover for issue 173 sees Galvatron busting through a wall, bricks flying in all directions. It’s okay as an image except that the Hulk or some other Marvel character of human size, he’s a giant robot. He should be a lot taller than most brick walls and the bricks and mortar itself would be tiny in comparison, but not so in Jeff’s image. It niggles with me, but I imagine most readers would not have noticed. Bryan Hitch continues one art duties, with Springer being propelled into an apartment block in the opening splash page and demolishing it. Interestingly there’s a naked silhouette in one of the shop windows, either a mannequin or somebody blissfully unaware of what’s going on outside!

Springer dodges Cyclonus’ downward punch in his direction and a laser blast before recovering his weapon and shooting a crater like dent into the Deception’s chest (the first time I’ve seen weapons have this level of impact). In a little reminder to the readers of the Target-Master concept, Springer attempts to relieve the dazed Cyclonus of his weapon, only for it to transform into Nightstick and run away.

I mentioned previously that The Wreckers are little light on troops, with some key people missing. Here they are not only battling three Decepticons rather than the one they expected to be up against, but Sandstorm is left performing crowd control.

Rack ‘n’ Ruin charges towards Galvatron, engaging in hand-to-hand combat and a close-range blast to the chest (another crater impact) but the Decepticon punches our Broadside and swings him into the others. The fight is going badly.

Fortunately, Galvatron inexplicably decides to voice out loud the irony that if the Autobots had waited, Cyclonus and Scourge would have tried to do the job for them (no internal monologue for him). Springer overhears Galvatron going on to say that the time travel device no longer exists, and – after sandwiching Cyclonus’ head between two cars (probably my favourite moment in the story) – he ambushes Galvatron and leaps away (a welcome reminder of his ability in this regard), exclaiming loudly that the “time jump trigger device is ours”. Cyclonus and Scourge immediately take the bait and go in pursuit, leaving the human settlement.

Galvatron understands that Springer has exploited his ex-lieutenants’ weakness, “their stupidity” and of course offers them a choice: ‘save your leader or try and take me in’. The Wreckers promptly go to Springer’s aid forcing Cyclonus and Scourge to take to the air and flee. Springer’s gamble worked, but presumably if they had offered to help Cyclonus and Scourge to take down Galvatron they might have collectively succeeded. The answer is surely that as soon Springer realised human innocents were in danger the priorities of the mission changed.

Despite a bold declaration that ‘Galvatron’s head will be ours’ they have been outwitted for now. Likewise, Cyclonus and Scourge will be forced into the arms (arm?) of Shockwave with rather far-reaching consequences (see Dry Run). And so, the curtain falls on an enjoyable run of UK stories. Next issue, the very long awaited (six and a half months) continuation of the Blaster versus Grimlock story. At last!

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Legion of the Lost!

The source of the zombies is revealed, as Wreckers leader Springer must overcome his inner doubts if he is to confront the past and save the future…

In City of Fear, fans were treated to a hugely entertaining zombie-fest as Ultra Magnus, the Sparklers, and their show-stealing Decepticon prisoner, Flywheels, fought to stay a step ahead of the armies of the undead, succeeding against all odds and probably much to their own surprise.

It wasn’t at all clear how or why the bodies of dead Transformers had sprung to life and started menacing the living, and it didn’t matter because the lack of explanations allowed us to enjoy a fun, uncomplicated and thrilling ride. Sometimes ignorance is bliss.

However, inevitably Simon Furman was going to have to explain the zombie situation, as well as the whereabouts of the Emirate Xaaron and the missing Wreckers. Legion of the Lost, the middle instalment of our story (from May 1988), is where those explanations are revealed, and the pieces put in place for an explosive finale (literally).

A bit like playtime followed by the classroom, Legion is essential learning but ultimately less satisfying than City of Fear or even the final instalment, Meltdown.

Things pick-up where we left off, with Magnus and co. having learned that a mysterious signal which animated the zombies originated from deep below the surface of Cybertron. However, the locus switches to our mysterious villain (Flame) who we can only see by his arm and its flamboyant fire markings – a bit like a bad Hot Rod tribute act – watching the Autobots and Flywheels on his monitors.

Magnus is caught on camera booting a now deactivated zombie across the floor in a moment which raised an eyebrow for me, is this the same Magnus who was so worried about injuring the zombies last week that he ordered a ceasefire that nearly got everyone killed?

We see Xaaron, once a member of Cybertron’s governing council and ever after a talisman figure of the Autobot resistance, sitting in a cell. Whoever this mysterious enemy is, he’s responsible for the disappearance of the Wreckers and everything that has transpired so far. Furman transitions into the events of three weeks earlier and a massive nuclear explosion which fried a lot of bots.

Springer, who is the main character in the second instalment, had stormed into Autobase in an absolute panic, only to find Xaaron calm and in control (no doubt this sort of thing used to wind up Springer’s predecessor Impactor also). Xaaron has already determined that the enemy were not responsible and that someone else was, and, on cue, a technician briefs the assembled Wreckers on his theory that a reactor below ground had been vented.

Xaaron reminds us that Megatron, the founder of the Decepticon movement and the instigator of the millennia long civil war, had once schemed to turn Cybertron into a space-faring dreadnought. It turns out that he might have actually got around to building the engine room before he disappeared.

Springer immediately deployed with his men to find a way underground, only to return in failure. Sitting there dejected he wallows in doubts and self-pity about his mistakes since taking over leadership of the Wreckers following the heroic death of the team’s long-time leader Impactor. These include falling for Megatron’s disinformation and nearly executing Optimus Prime, which as mistakes go is about as bad as it gets.

It’s all shaping up to be a classic Furman redemption story (I remember reading one of his Thundercats stories with Lion-O wracked with doubts and having to overcome them by the story conclusion, and similarly Prime himself in Crisis of Command or even Magnus recently in Salvage) – you get what I mean, it’s a familiar trope.

Things usually must get worse before they get better and sure enough Autobase is quickly overrun with Zombies bursting up from the floor. Springer has no idea what to do and his men are started to get overwhelmed.

Sandstorm shouts to Springer to get away and save Xaaron, which eventually he resolves to do, even though it means leaving his men to their fates. This sets up a ‘shock ending’ for the first part as the fleeing Springer comes face-to-face with his worst nightmare, a zombified Impactor!

Did we see that coming? Well yes, I think the build-up with Springer invoking Impactor’s memory – revealing that he looks up to his predecessor massively, even though they only met for a very short time in Target: 2006, pretty much gave the game away. Still, he was a great character in that iconic 1986 saga, still arguably Simon Furman’s greatest Transformers stories, and its exciting to see him return (proving that in comics, no death is truly forever).

In the second part, Transformers issue 167, we learn the Wreckers survived the attack, along with Xaaron, and are now in the cells with a band around their mid-rift which prevents transformation. Impactor enters as the zombie bodyguard of Flame, who we finally see, and surprise, surprise, he’s an Autobot! (Albeit clearly a loon).

There’s a bit of history here between Xaaron and Flame. It turns out that Xaaron was responsible for snuffing out Flame’s grand ambition to activate Megatron’s engines and propel Cybertron on a journey through the cosmos (presumably in a more controlled way than currently, with it having spun out of orbit in issue 1).

Flame had been presumed dead in an explosion, but he survived and has like a science geek who got ridiculed at school he’s returned all embittered and desperate to prove he was right all along. Luckily for the Xaaron and company, they are needed alive long enough for that ‘I told you so moment’, although Xaaron’s expects that the loopy plot will probably destroy Cybertron in the process.

A quick check on the surface sees Flywheels jetting away in his plane mode and Magnus arguing with the Sizzle about why their prisoner has been allowed to go. Magnus rather hopes he can trust the Duocon to bring reinforcements. We’ll see.

Back to what I was saying about the ‘overcoming self-doubt motif’, Springer has reached rock bottom in terms of his lack of belief in himself. It takes Xaaron to remind him of the insult he’s giving to Impactor’s memory if he doesn’t snap out of it. Finally, Springer sorts himself out, and uses his leaping ability to launch himself through a vent in the ceiling, with Impactor gripping his legs and getting carried along.

The old trick of escaping through an air vent is not very original, and I have to wonder at the point of vents on a planet inhabited by robots who don’t need to breathe. That said, much later the Neo Knights (Earth superheroes) are able to survive on Cybertron so perhaps there’s an atmosphere after all, just without plants to release the oxygen.

Springer reasons with Impactor as they tussle in the shaft, finally triggering Impactor’s limited consciousness starts to reassert. He leaves to ‘find out what he has become’ and Springer resumes his mission to alert the outside world about the impending doom. To be concluded…

It must be said that 1988 is a boom time for Marvel UK. In both issues there are plugs for new releases, as the company launches a line of American format monthly titles – there’s Action Force, Dragon’s Teeth (soon to be Dragon’s Claws when it turns out that an independent already has the name) and a one-page strip about Death’s Head which hints at his return. Exciting stuff.

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Target: 2006 (Parts 3 & 4)

Galvatron inflicts a humiliating defeat on the leaderless Autobots, after they are deserted by Ultra Magnus in their hour of need. While on Cybertron, the Wreckers question their involvement in Operation: Volcano.

Defeat – an ‘ugly word that leaves a nasty taste in the mouth’. So says Ironhide, our narrator for part 3 of Target: 2006. The issue starts with the big red Autobot shifting boulders in the aftermath of momentous events, which we are about to hear about courtesy of flashbacks.

It’s October 1986 and Simon Furman’s 11-part time-and-galaxy-spanning epic Target: 2006 is in full swing. Previous instalments have shown us glimpses of the god given power of Galvatron, Cyclonus and Scourge, and in this issue, we see them in combat with the era’s Autobots. Trouble is that this is just what Galvatron wants. Having captured Jazz, he taunted the Autobots to “come and get” their comrade, goading them into a hasty attack that would allow him to inflict a crushing defeat on them, and so it proved.

Jeff Anderson is the artist for Part 3 and again demonstrates his technique of applying a coloured border to differentiate between past and present events, which works perfectly here.

Ironhide’s flashback begins with Jetfire telling him to focus as they are about to arm up and set off after Galvatron. Jazz’s life is at stake and they have no time to lose. Quite why Jetfire is in charge is unclear. Prowl, Jazz and Ratchet were the established deputies to Optimus Prime and all are unavailable, so it might be that Jetfire is filling the void by virtue of his status as one of the more powerful Autobots, or maybe his emotions are running high and others are falling in behind his driving force.

Hound sounds a note of caution about Galvatron’s power. It’s clear they need the strength of Ultra Magnus, and Jetfire reluctantly agrees to extend him an invite. For some reason, Jetfire has taken against him, even though Magnus saved Hound from Cyclonus; his arrival so soon after Prime’s departure is a little close for comfort.

There’s an uncomfortable moment when Magnus is forced to decline to help because his time-limited mission to locate Optimus Prime takes priority. Magnus’ fact file (in TFUK #81) tells us his only failing is “once he has accepted a certain task, his singled-minded purposes sometimes blinds him to other things” which sounds like it refers to this moment.

The battle itself starts badly for the Autobots. They are subjected to heavy aerial bombardment and Jetfire seems to be considerably weaker than Cyclonus when the two clashed in the air. Scourge dodges enemy fire with before landing and inviting the Autobots to attack him. With the henchmen seemingly under control, Jetfire takes Ironhide, Tracks and Smokescreen with him to take down Galvatron, four versus one. This is incredibly foolhardy and overconfident. Four Autobots wouldn’t be anywhere near enough to challenge Megatron, and from what they’ve seen of Galvatron so far he is in that league – plus they know he’s protected by the Constructicons.

This is where Galvatron demonstrates his dominance so utterly. He points out the Constructicons, Cyclonus and Scourge all stood down at the side lines and invites the Autobots to do their worst. They unleash enough firepower to level a small city, only for Galvatron to soak it all up and laugh throughout. Then beat the four of them to a pulp! All of which brings us back to the beginning where it’s revealed that Ironhide is digging up Megatron and Soundwave!

The epilogue shows a fist breaking out from confinement in the Ark. We’re not shown who but it’s likely to be one of the Decepticons captured after their defeat by Omega Supreme. Are they being reactivated to join an alliance? The answers would have to wait, as in TFUK #81 the focus switched to Cybertron, providing a week’s interlude from the main events.

Ron Smith takes over art duties for Part 4, which explains more about Operation: Volcano and introduces several new characters, among them Whirl, Topspin, Twin Twist, the Decepticon triple changers, Rack n Ruin and Fang. Generally speaking, a character that is part of the Hasbro toy line can be expected survive whilst the made-for-comics characters will usually meet a grisly end (in the finest Star Trek red shirt tradition).

The Wreckers’ now familiar battle cry ‘Wreck and Rule!’ is heard for the first time in the comic. It chills the oil of the Decepticon killers who hear it, we’re told. Impactor and his men bearing down on them.

Shrapnel is the first victim – speared through the brain module by Impactor’s harpoon. His electrical emissions running wild, he can be used as a weapon against Octane. Whirl draws Decepticon fire, allowing Rack n Ruin to get close to pummel Thrust. Topspin, the glory seeker, takes on too many foes, but is saved by Twintwist and Roadbuster who emerge from below ground to evaporate Dirge and Ramjet. This is brutal stuff!

Of course, going back to my point about toy line characters, it’s pretty obvious that the slain Decepticons are not properly dead, and sure enough it soon becomes apparent that these are Facsimile Constructs – fake Transformers. These doubles are being used by the Wreckers to practice for Operation: Volcano, which is now less than five days away.

The team is anxious. They know if Ultra Magnus does not return from Earth in time, they will be overrun by Decepticon reinforcements, making the mission a suicide. They agree to pull the plug and Impactor will deliver the news to Emirate Xaaron, while the rest take five.

All told this is probably my least favourite instalment of Target: 2006 because it feels like a distraction from the main story. But I can see why Furman thought a full issue’s story was needed to properly introduce the Wreckers, Impactor and the Volcano aspect of the plot. One of the fun, quirky aspects of the story is Maccadam’s Old Oil House, the rowdy place black market oil bar, which Roadbuster, Twin Twist and Whirl frequent.

It’s interesting because it’s a neutral space where Autobot, Decepticon and neutrals can coexist (if they stay out of trouble). It’s also one of the rare times we see Transformers engaged in social activities. Could Maccadam’s be a place where Autobot and Decepticon double agents exchange information or enemies can come together as friends, albeit briefly? In this case, our three Wreckers are there to drown their sorrows. As Whirl wryly observes, he’s seen “cheerier” Decepticon badges than the other two.

Suddenly, a gigantic Decepticon bully called Fang, enters – he’s so big he practically cracks the doorframe – and he decides to pick on the Transformer with the piano alt mode who is supplying the bar music. Fang attacks the poor fellow with his sink plunger for a fist before giving him a good kick.

Twin Twist, enraged, wants to get involved. Roadbuster tells him to leave it, saying “it’s not out fight” in echoes of their earlier judgement on Operation Volcano. Instead with a ‘Wreck and Rule’ cry, Twin Twist sucker-punches Fang courtesy of a strike to the knees, that severs his lower leg and sends his upper torso crashing down. Fang winds up as a pile of metal debris. He looked like he would have put up more of a fight.

However, the incident is catalyst enough to persuade the Wreckers to change their mind about Volcano. So much so, that when Impactor – who has been outsmarted into reconsidering the mission by the wily, experienced politician Xaaron – asks for volunteers he gets a full show of hands. The Wreckers return to practice, taking it from the top…

In closing: The Wreckers make a strong impression on their team debut and are destined to be fan favourites. These ‘return to Cybertron’ stories are a good way for writers to get the extended toy range into the comic, for example the Jump Starters who had been out for well over a year and I hadn’t expected to see. Also Whirl and Roadbuster and the long overdue Decepticon Triple Changers.

How has the Autobot resistance got the resources to build so many working facsimiles of their enemies? You’d imagine they’d be better off investing more Ultra Magnus or Omega Supreme warriors. Next issue its back to main plot (horay!) as the Autobots form an unholy alliance with their worst enemy Megatron – a case of better the devil you know!

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