Wyatt Earp, Frontier Marshal #24
☆ Be the first to review + Add to your collection — Join freeWyatt Earp apprehends a criminal called Lupio, who claims to be tough but is revealed to be a crook and is taken into custody at the marshal's office. A man posing as a badman named Cunningham attempts to rob the express office at the Golden Girl saloon with help from the manager's wife, but Earp shoots him during the holdup attempt. Cunningham escapes on horseback with the stolen money, but Earp pursues and recovers the loot, capturing the fake badman.
Wyatt Earp's storied career across the American frontier unfolds in this biographical sketch, chronicling his rise from pioneer and buffalo hunter to the legendary lawman who would marshal some of the West's most pivotal towns. This is a portrait of a man who shaped the frontier itself through grit, determination, and unwavering resolve in the face of lawlessness.
Wyatt Earp arrives in Hugheston to investigate General Hughes, who has seized control of the valley and runs the town like a tyrant with a private army of hired guns. Thrown out of town on his first visit, Earp gets the governor's blessing to return—but General Hughes has a cunning plan to eliminate him using a frame-up and a dangerous escape. Now Earp must navigate a web of deception and violence to take down a man who controls every badge, judge, and gun in town.
Wyatt Earp returns to his hometown without his guns or badge, hoping to reconnect with old friends who've never known him as the legendary lawman he's become—but his quiet visit is disrupted when a corrupt candidate named Pat Gillen intimidates townspeople ahead of the election. Armed only with his wits and reputation, Earp stands up to Gillen's thugs to ensure the town gets a fair vote, then escorts the troublemaker away to face justice elsewhere.
Wyatt Earp's crackdown on crooked gambling in Dodge City has made him a marked man, and someone's sent hired guns after the marshal more than once—so when Earp learns that a smooth operator named Charles Garth is running rigged card games and orchestrating the hits, he confronts the mastermind at his gambling house headquarters. What Earp uncovers about who's really pulling the strings will force him to reckon with loyalty, deception, and what kind of lawman he's willing to be.
When Wyatt Earp takes the marshal's badge, he wastes no time establishing order—posting a curfew to shut down the gambling halls and card sharks like Lew Tenney who've been bleeding honest cowboys dry. Tenney and his crew decide to call Earp's bluff and make a stand, but the marshal has other ideas about how this confrontation will end. It's a straightforward tale of frontier justice, where one man's resolve proves stronger than a mob's bravado.
When a slick outlaw named Cunningham robs the express office and flees toward the Mexican border with stolen money, Marshal Wyatt Earp picks up the trail—but discovers his quarry has a peculiar code: the man won't shoot to kill. As Earp closes in, he'll have to call Cunningham's bluff and force a reckoning that tests whether a criminal who refuses to cross that final line can truly be stopped.
ComicBooks.com Value
Find on ebay
Read it digitally
Sell my copy
Have this issue — or a whole collection? Get a fair offer from us, skip the marketplace fees and the hassle.
We Buy Collections ▸Full credits
Reprints
Reprinted in Variant Strips #12 (1970), Wyatt Earp #36
Reviews
Reader reviews
No reader reviews yet.