Issue 1
Steel (1994-1998) #1
No sooner does John Henry Irons arrive back in Washington than he finds himself taking on a street gang equipped with deadly Toastmasters.
Issue 2
Steel (1994-1998) #2
Steel is caught in the middle of a gang war when his nephew Jamahl gets involved in a deal to buy high-tech Toastmaster weapons.
Issue 3
Steel Annual (1994-) #2
"SPILLED BLOOD." Secrets of Steel are revealed in this story of John Henry Irons' original prototype armor and his first heroic adventure before meeting Superman.
Issue 4
Steel (1994-1998) #3
Steel wages all-out war on Amertek, the source of the high-tech weapons being supplied to the street gangs of Washington.
Issue 5
Steel (1994-1998) #4
Back on the streets after defeating Amertek, Steel focuses on a crime wave that's tearing apart Washington, D.C. But when a super-powered addict attacks gang members at a funeral, Steel must defend his family and friends—without his armor!
Issue 6
Steel (1994-1998) #5
Steel's sister-in-law is seriously injured in a mugging, and her son Jamahl takes the drug Tar in order to exact vengeance on the man who assaulted her.
Issue 7
Steel (1994-1998) #6
A 'Worlds Collide' crossover issue! Steel agonizes over the decision to kill to end the violence in the streets of Washington, D.C. Then, a lead takes Steel back to Metropolis, where he is drawn into the reality-shifting dangers as Worlds Collide!
Issue 8
Steel (1994-1998) #7
A 'Worlds Collide' crossover issue! Disaster strikes when Rift forces Metropolis to merge with Dakota while the heroes of both worlds struggle to prevent total destruction.
Issue 9
Steel (1994-1998) #8
As ZERO HOUR continues to unfold, Steel's nephew Jamahl Irons finds a new ally when he encounters a teenaged version of his heroic uncle. Plus, the real Steel takes on the super-powered techno-fury of new villain Hazard.
Issue 10
Steel (1994-1998) #9
It's a race against time as Steel tries to figure out what's happening to his armor. Is the armor sentient...or is John Henry Irons a metahuman?
Issue 11
Steel (1994-1998) #10
Caught with blood on his hands, Steel is arrested for a series of brutal murders. John Henry Irons risks everything to expose the real killer's identity and bring him to justice before he can strike again.
Issue 12
Steel (1994-1998) #11
Maximum Orbit' part 1! Doubting his armor's stability, Steel is drawn into battle against an alien invasion. Maxima and Extreme Justice join as Steel takes off into outer space for the first time.
Issue 13
Steel (1994-1998) #12
Lost in space with an unstable suit of armor, Steel struggles to stop an alien invasion as his air supply begins to run out. Even Maxima from the Justice League may not be able to help him. 'Maximum Orbit' part 2.
Issue 14
Steel (1994-1998) #13
Steel tries to rescue Maxima when an evil alien reveals unpleasant plans for her. Maxima doesn't want Steel's help, but unless the two of them work together, neither may see Earth again! 'Maximum Orbit' part 3.
Issue 15
Steel (1994-1998) #14
Steel is reunited with Superman in Washington, D.C. to battle the explosive menace of Bomb! Plus, more is revealed on the mysterious nature of Steel's armor.
Issue 16
Steel (1994-1998) #15
The White Rabbit's plans shift into high gear when she sends her super-powered agents after Steel, who still doesn't know she's alive.
Issue 17
Steel (1994-1998) #16
The White Rabbit's plan to arm everyone in America with super-weapons takes off as Steel at last gains control of his armor.
Issue 18
Steel (1994-1998) #17
Steel gains control of his armor powers and uses them to hunt down his nephew's abductor. But this is no mere kidnapping; it's an act of vengeance that will cost Steel dearly if his nephew is to survive.
Issue 19
Steel (1994-1998) #18
There's more to the abduction of Steel's nephew than meets the eye, as John Henry Irons learns that what seems to be the random act of a psychopath may actually be a strike by one of Steel's enemies.
Issue 20
Steel (1994-1998) #19
While searching for his nephew, Steel and his new ally are threatened by Hazard and his team of super-powered youths. And Steel learns that his rescue mission may be a bad idea.
Issue 21
Steel (1994-1998) #20
Believing he's gained control of his armor, Steel gets a shock when his body 'rejects' it, endangering his health and jeopardizing his life as a crimefighter.
Issue 22
Steel (1994-1998) #21
An UNDERWORLD UNLEASHED tie-in issue! It's all-out iron war when Metallo, empowered by Neron, arrives in Washington D.C. with one goal: the annihilation of the man called Steel.
Issue 23
Steel (1994-1998) #22
Steel becomes separated from Superboy, Supergirl and the Eradicator while searching for the missing Man of Tomorrow, and a violent clash with an alien menace may keep him from coming to Superman's aid.
Issue 24
Steel (1994-1998) #23
Steel returns to Earth in time for Thanksgiving dinner with his family, but events set in motion by Tyke's resentment lead to an attack on the Irons house.
Issue 25
Steel (1994-1998) #24
Steel continues to battle Hazard's armored super-soldier—leading to a surprise revelation that changes and unravels John Henry Irons's life!
Issue 26
Steel (1994-1998) #25
Steel's identity has been exposed to the world, Hazard plans his final assault, and the secret of Steel's armor is revealed at last.
Issue 27
Steel (1994-1998) #26
After his secret identity is revealed to the world, Steel's niece, Natasha, gains superpowers and is forced to confront her uncle when he decides to avenge the Irons family by killing Hazard.
Issue 28
Steel (1994-1998) #27
Using an antimatter weapon of his own design, Steel solves the Hazard problem once and for all. The price: the loss of an Irons family member.
Issue 29
Steel (1994-1998) #28
With his secret identity exposed, Steel has become a target with nowhere to hide. First to come gunning for him is Plasmus, who burns his way through Washington with plans to make Steel's armor his own.
Issue 30
Steel (1994-1998) #29
Steel continues to pay the price for his newfound fame when Dr. Polaris and the Parasite launch a full-scale attack on the Irons family, resulting in the tragic death of someone very close to Steel.
Issue 31
Steel (1994-1998) #30
Steel relocates to his new hi-tech headquarters and is confronted with three foes he believed dead—enemies who want revenge on Steel for 'killing' them.
Issue 32
Steel (1994-1998) #31
When a horrific armored beast seeks to destroyhim, Steel is forced to confront not only the creature, but also the fact that he somehow created it.
Issue 33
Steel (1994-1998) #32
When the super-intelligent, hulking Blockbuster sets his sights on Washington, there's one obstacle he must first eliminate—Steel.
Issue 34
Steel (1994-1998) #33
Enjoy this great comic from DC's digital archive!
Issue 35
Steel (1994-1998) #34
John Irons, the man called Steel, and his niece Natasha have relocated to Jersey City, where Steel takes the position of Head of Medical Research in a local hospital.
Issue 36
Steel (1994-1998) #35
Using his teleportation powers for the final time, Steel finds himself in a subterranean nightmare—trapped in a dank tunnel on what may or may not be Earth, confronted by a tentacled beast with a taste for metal.
Issue 37
Steel (1994-1998) #36
Combing the sewers of Jersey City looking for the creature that nearly killed him, Steel encounters a maniacal band of crack addicts armed to the teeth and ready to ignite.
Issue 38
Steel (1994-1998) #37
A hellish love triangle is formed when John Irons finds himself drawn to Amanda Quick, but she's also being courted by the diabolical Skorpio, a costumed menace with bio-mechanical weaponry.
Issue 39
Steel (1994-1998) #38
Steel's search for his kidnapped boss takes him to Africa, where only one man can help him pull off a dangerous rescue...the man called The Question.
Issue 40
Steel (1994-1998) #39
As Steel makes his way home from Africa, a mysterious, super-powered man named Crash is looking into Steel's life. But, in addition to a big gun, Crash carries with him a secret that sends John Irons reeling.
Issue 41
Steel (1994-1998) #40
While Steel tries out his new hi-tech hammer against a drug-pushing mobster family, Natasha finds herself in trouble at school—trouble that will end in sorrow and death, and leave a member of the Irons family in jail.
Issue 42
Steel (1994-1998) #41
Is John Irons guilty of murder? With all the evidence pointing in that direction, it looks like the only steel he's going to know in the future is the kind that prison bars are made of.
Issue 43
Steel (1994-1998) #42
En route to an awards banquet, Steel and Amanda are assaulted by corrupt cops, his jet boots are stolen, and then he's subjected to the chaotic war zone known as the GSMC emergency room.
Issue 44
Steel (1994-1998) #43
John Irons is convinced something is terribly wrong with the world—and, thanks to the events of GENESIS, he's right. He's so convinced that he puts on his armor and jets over to Metropolis in search of the other Man of Steel—Superman!
Issue 45
Steel (1994-1998) #44
Steel recaps the brief visit he made to Metropolis before helping to save the universe in GENESIS. Plus, John's brother, long thought dead and now known as Crash, gets his hands on Steel's jet boots.
Issue 46
Steel (1994-1998) #45
John Irons and Amanda Quick look for the policemen who attacked them in issue #42, only to find themselves being questioned about a policeman's mysterious murder.
Issue 47
Steel (1994-1998) #46
The team-up you never thought you'd see: the Kid and...Natasha Irons? Perhaps romance is in the air, but will Nat's uncle—John Irons, a.k.a. Steel—vent his problems with their possible relationship?
Issue 48
Steel (1994-1998) #47
John Irons has been using his responsibilities as Steel to help hide his feelings for Amanda Quick, but he's about to realize that all the armor in the world can't protect him from his true feelings.
Issue 49
Steel (1994-1998) #48
Steel's long-thought-dead brother has stolen Steel's flight boots, and he's taking over the nation's toughest street gang by outfitting them with boots of their own. How will Steel defeat his own brother and his army?
Issue 50
Steel (1994-1998) #49
Steel has a heart—literally—and he has to fly it over to the Garden State Medical Center for someone awaiting a vital operation. Problems arise, however, when navigational controls in Steel's suit go haywire in a storm, and there's an assassin who's been hired to destroy the heart.
Issue 51
Steel (1994-1998) #50
Supermen Red and Blue, the JLA, Superboy, Supergirl, and the Teen Titans have joined with Steel in the battle against the Millennium Giants, and John Henry Irons may have a solution that can stop these mammoth beings. Unfortunately, the solution may be as devastating as the problem.
Issue 52
Steel (1994-1998) #51
When a galactic bounty hunter comes to town, he enlists the aid of Steel to help track down a potentially deadly creature. But it seems as if Steel's the only one who takes the threat seriously.
Issue 53
Steel (1994-1998) #52
As the series concludes, Natasha Irons lies at death's door thanks to Skorpio. Worse yet, she's taken to the Garden State Medical Center, under the care of Dr. Sam Ellis, a.k.a. Skorpio!
Issue 54
Steel (1994-1998) #0
A ZERO HOUR tie-in! Dramatic changes occur in Steel's life when his armor suddenly evinces new and astonishing capabilities. But there may be even more to this development than meets the eye when Hazard raises the question: is John Henry Irons a metahuman?