This is going to hurt! In a world where costumed heroes soar through the sky and masked vigilantes prowl the night, someone's got to make sure the "supes" don't get out of line. And someone will!
Billy Butcher, Wee Hughie, Mother's Milk, The Frenchman, and The Female are The Boys: A CIA-backed team of very dangerous people, each one dedicated to the struggle against the most dangerous force on Earth - superpower! Some superheroes have to be watched. Some have to be controlled. And some of them - sometimes - need to be taken out of the picture. That's when you call in The Boys! After the opening story arc introducing Hughie to the team (issues 1-6), Dark avenger Tek-Knight and his ex-partner Swingwing are in trouble (issues 7-14). Big trouble. One has lost control of his terrifyingly overactive sex-drive, and the other might just be a murderer. It's up to Hughie and Butcher to work out which is which, in Get Some. Then, in Glorious Five-Year Plan, The Boys travel to Russia - where their corporate opponents are working with the mob, in a super-conspiracy that threatens to spiral lethally out of control. Good thing our heroes have Love Sausage on their side.
Featuring some ever-so-slight tweaks the creators have meticulously restored, The Boys Omniobus Volume 1 also features bonus art materials, the script to issue #1 by Garth Ennis, a complete cover gallery, and more!
After years as a lonely double agent, Zeke finally returns to the good graces of his home island of Paradis. Still, the Survey Corps refuses to let him meet Eren–the other ingredient in the earth-shaking weapon– for fear the explosive duo will be impossible to control. Meanwhile, the public responds badly to the military’s open distrust of their hero Eren, and the detention of the Marleyan volunteers spurs an uprising. Amid the turmoil, Eren takes matters into his own hands…
An evil so profound it threatens all mankind! The mightiest heroes on the planet uniting to defend us all! A secret crisis of such utter finality that a countdown to civil or infinite war seems unavoidable! But have you ever wondered what really happens during Crossovers? The Seven, Payback, Teenage Kix, Fantastico, and every other superhero on Earth team up for an annual event like no other - and where the superheroes go, can a certain "five complications and a dog" be far behind? But as the fun and games begin, it seems our heroes have set their sights on bigger game than usual.
You can only maim and murder so many superheroes before someone decides to do something about it, and in The Boys' case that means Payback - a superteam of unimaginable power, second only to the mighty Seven. Pulping teenage supes is one thing, but how will our heroes fare against Soldier Boy, Mind-Droid, Swatto, the Crimson Countess, and the Nazi juggernaut known as Stormfront? Blood flies and bones shatter, as Butcher and company meet fire with fire.
In “Good for the Soul…” Everyone has something to get off their chest: Frenchie and the Female are up to something nasty with the Mafia, Mother's Milk goes to see his mom, Annie January wants a word with God himself, and Butcher enjoys yet another ghastly tryst with CIA Director Rayner. The Legend, meanwhile, offers to tell Hughie everything he wants to know about The Boys - all Hughie has to do is take a walk with the dead.
In “We Gotta Go Now…” All is not well with mysterious millionaire John Godolkin's band of misfits. Silver Kincaid, one of the original G-Men, has just committed suicide in the most public and grotesque way imaginable. That's not good news for Vought-American's number one franchise, with G-Force, G-Coast, G-Style, G-Wiz, the G-Brits and the G-Nomads all depending on their slice of the G-pie. There's far too much at stake for anyone to go poking around the G-Mansion now. Who knows what dirty secrets might be waiting down there in the dark?
White Sand Volume 2 continues the New York Times bestselling series of graphic novels, bringing a crucial chapter of Brandon Sanderson’s Cosmere to life exclusively in a visual format.
In the second Adventure Zone graphic novel (adapted from the McElroy family's wildly popular D&D podcast), we rejoin hero-adjacent sort-of-comrades-in-arms Taako, Magnus, and Merle on a wild careen through a D&D railroad murder mystery. This installment has a little of everything: a genius child detective, an axe-wielding professional wrestler, a surly wizard, cursed magical artifacts, and a pair of meat monsters.
You know, the usual things you find on a train.
Hot on the heels of The Adventure Zone: Here There Be Gerblins, the smash hit graphic novel that launched the series, The Adventure Zone: Murder on the Rockport Limited picks up the saga where volume 1 left off. Both books are based on "The Adventure Zone," a tabletop RPG comedy podcast with downloads numbering in the tens of millions and an army of passionately devoted fans. With art and co-adaptation from Carey Pietsch, the McElroys are once again turning their raucous freewheeling D&D campaign into some damn fine comics.
SEE! The illustrated exploits of three lovable dummies set loose in a classic fantasy adventure!
READ! Their journey from small-time bodyguards to world-class artifact hunters!
MARVEL! At the sheer metafictional chutzpah of a graphic novel based on a story created in a podcast where three dudes and their dad play a tabletop role playing game in real time!
Join Taako the elf wizard, Merle the dwarf cleric, and Magnus the human warrior for an adventure they are poorly equipped to handle AT BEST, guided ("guided") by their snarky DM, in a graphic novel that, like the smash-hit podcast it's based on, will tickle your funny bone, tug your heartstrings, and probably pants you if you give it half a chance.
With endearingly off-kilter storytelling from master goofballs Clint McElroy and the McElroy brothers, and vivid, adorable art by Carey Pietsch, The Adventure Zone: Here There be Gerblins is the comics equivalent of role-playing in your friend's basement at 2am, eating Cheetos and laughing your ass off as she rolls critical failure after critical failure.