Wetworks Rebirth #[nn]
☆ Be the first to review + Add to your collection — Join freeThis collected edition kicks off the Wetworks Rebirth storyline from Image Comics, re-presenting the early issues of the 1996 series. It follows a team of cybernetically enhanced operatives battling supernatural threats in a dark, military sci-fi setting, originally created by Whilce Portacio and Brandon Peterson.
In "Rebirth," Team 7 is sent to Transylvania on a high-stakes mission to retrieve a deadly biological weapon—only to discover the facility already overrun by vampires and filled with mysterious golden tubes. When one tube ruptures and coats Claymore in a strange, bulletproof substance, Dane makes a desperate call to crack the rest and turn the entire team into living weapons. Written by Whilce Portacio and Brandon Choi, with Portacio handling both art and cover pencils, this issue blends supernatural horror with high-octane action, culminating in a shocking betrayal and a surprising alliance.
In "Rebirth," Wetworks is sent to Transylvania to retrieve a deadly biological weapon—only to stumble upon a facility overrun by vampires and strange golden tubes. When one tube ruptures and coats Claymore in a mysterious, bulletproof substance, Dane makes a desperate decision to unlock the rest and transform the entire team. As the squad fights through a tide of bloodthirsty enemies, betrayal looms—Craven turns on them, and Mother One’s choice to abandon I.O. may be the only thing that saves them.
In "Pact with Waering," Dane and the Wetworks team grapple with the strange, golden symbiotes that have fused to their bodies, amplifying their powers under the enigmatic guidance of Armand Waering. As they prepare to join Waering in his war against the Night Tribe, Dane is haunted by disturbing nightmares that blur the line between mission and madness.
In "Grail Transformed," the Wetworks team races to stop the Night Tribe's deadly plan to unleash a biological plague at a rock concert, threatening to ignite a war between humans and the Night Tribe. As the mission unfolds, Grail’s actions take a surprising turn, testing loyalties and pushing the team to their limits—especially after the tragic losses of Crossbones and Flattop.
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↩ Reprints WildC.A.T.s: Covert Action Teams #2 (1992), Wetworks #1 (1994), Wetworks #2 (1994), Wetworks #2 (1994), Wetworks #3 (1994)
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