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> The Technology Of The Stargate Universe, This thread is for Non Weapon Tech of Stargate Universe
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zzombie8
post Jan 31 2007, 11:41 PM
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This thread is for Non Weapon Tech of Stargate Universe

RingTransporters
(from gateworld)





Circular rings about half the size of the Stargate, which function on the same principles. They work in groupings from a set of five (Stargate SG-1) to ten ("Stargate" the movie). Transport rings, when in position, transmit all matter within their circular formation to another pair of rings at a different location, utilizing a conduit of bright energy. If there is a person or object on the receiving end, the rings can exchange the two simultaneously.

It is possible to intercept this energy field by moving a mobile set of transport rings (on board a ship) into the correct position along the matter stream. Ships equipped with rings are capable of detecting the location of receiving rings on a planet's surface, or on board another ship.

Rings are activated by a transport rings remote, or by a stationary control panel built into a ship or facility. Rings generally require a sending and receiving ring platform to operate, though a ship's rings can be used to send and retrieve matter located immediately below it, within the range of the physical ring mechanism. The platforms have been placed by the Goa'uld on most ships, as well as in structures and buried on the surfaces of planets.

KEY EPISODE(S):

"Stargate" the movie
- O'Neill uses the transport rings to crush and kill Ra's First Prime.
The Devil You Know - Teal'c flies a cargo ship into the path of a ring transport matter stream, intercepting the rest of the team as they escape from Ne'tu.
The Tomb - SG-1 uncovers their only means of escape from an alien ziggurat: a hidden set of transport rings.
The Other Guys - A team of scientists from Earth study the transport ring platforms on an alien world, learning that the system has precise standardization.
Lost City, Part 2 - O'Neill modifies the transport rings aboard Ronan's Tel'tak so that the energy can burrow through the ice of Antarctica, giving the team access to the Ancient outpost of Atlantis.






NOTE: Please don't "bump" this thread for the mere sake of bumping unless you are asking a question or adding "Tech info" to it.
Thank you.
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CaptainCardboard
post Feb 1 2007, 10:52 AM
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Great Thread Zombie! It really good to get more On Topic threads on the board! LOL

I like the Rings a lot better then I do the Asgard Transporters. I think they are just a little cooler IMHO! biggrin.gif

OK now I need to go find a piece of Tech to post!!


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zzombie8
post Feb 1 2007, 12:36 PM
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DIAL HOME DEVICE (DHD)



Device that controls the Stargate, more commonly known as the D.H.D. The dial-home device, constructed by the Ancients, has 38 of the 39 symbols on its Stargate (minus the point of origin), allowing the user to "dial" any desired destination. Despite the advanced technology, the device has a limited power supply.

Unlike the dialing computer, the D.H.D. does not require the inner track of the Stargate to unlock and spin in order to establish a wormhole. Instead, it is capable of "quick dialing," where pressing the seven glyphs on the D.H.D. are all that are needed to open a gateway.

In case of an overload, the master control crystal can be removed and reinstalled. If a pattern was held in the memory buffer without being reintegrated by the receiving gate, this process will allow the person or item to complete the reintegration process. Periodically, the D.H.D. initiates a correlative update program, in which it automatically dials several nearby Stargates and transmits to their D.H.D.s revised coordinate data, in order compensate for stellar drift and to maintain the uniformity of the system software.

In the Pegasus Galaxy, not all Stargates require a D.H.D. to operate: Space-based gates are powered instead by three power nodes, and dialing is accessed by a panel on a ship. D.H.D.s on planets there, however, are very similar, but with a blue button in the center.



KEY EPISODE(S):

Children of the Gods - Samantha Carter is amazed by the dial-home device, explaining that it had been missing from the Giza, Egypt dig in 1928.
The Torment of Tantalus - SG-1 gates to Ernest's planet with Catherine Langford, only to discover that they cannot go back because of a damaged D.H.D.
48 Hours - During an ambush on an alien world an enormous explosion causes the D.H.D. to prematurely disconnect from the gate, trapping Teal'c within its temporary memory core.
Avenger 2.0 - The S.G.C. finds evidence that the D.H.D.s frequently dial other nearby Stargates in a correlative update process, keeping the Stargate network up-to-date in programming and accounting for stellar drift.



*Thanx to Gateworlds Stargate Omnipedia for the info.
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Naquaada
post Feb 1 2007, 02:17 PM
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I love the ring transporters! those were always my favorite! cool.gif
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zzombie8
post Feb 1 2007, 11:55 PM
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ZERO POINT MODULE



Ancient power source, cylindrical in shape and containing energy compatible with Ancient technology -- including the Stargates. A Z.P.M. derives its enormous power from vacuum energy, derived from a self-contained region of subspace time, and has a potential life of many millions of years.

Some Ancient technology requires Z.P.M.s, and the city of Atlantis relies on three of the units for its primary power generation. A Zero Point Module or equivalent power source is required for a Stargate to establish a wormhole to a gate in another galaxy. It is possible to construct a version of the device from Earth-based materials, as Jack O'Neill (under the influence of the Ancients' library of knowledge) once did to reach the Asgard when he needed their aid.

SG-1 first discovered the technology when O'Neill, again under the influence of the Ancients' knowledge, led them to the planet Proclarush to retrieve a Z.P.M. from Taonas, the Ancients' abandoned base there. They brought it back to Earth and found the Atlantus outpost in Antarctica, where the device powered the Ancient drone weapons that destroyed Anubis's attacking fleet. The module was later used to power the Stargate for the Atlantis expedition's long-distance journey to the Pegasus Galaxy.

Upon the Earth team's arrival in Atlantis two of the city's three Z.P.M.s had been depleted, and the third was reaching maximum entropy trying to stave off the ocean around the submerged city with a shield barrier. It is the Atlantis team's hope that additional Z.P.M.s can be discovered in the Pegasus Galaxy, both to power the city's defense shield and to provide enough power to gate home to Earth.

KEY EPISODE(S) :

Lost City, Part 2 - SG-1 retrieves an Ancient power cell from Proclarush Taonas to take back to Earth, where it is instrumental in destroying Anubis's fleet.
Rising, Part 1 - Earth's only Zero Point Module, taken from Proclarush, is used to power the gate for a trip to Atlantis in the Pegasus Galaxy. The team discovers that Atlantis' own Z.P.M.s are failing.
Rising, Part 2 - Atlantis' last working Z.P.M. is depleted, and the city rises to the surface before the shield fails completely.
Zero Hour - The Goa'uld Camulus leads Stargate Command to a Z.P.M., which they discover has been tainted so that it will cause a catastrophic explosion if used.
Childhood's End - McKay takes a Z.P.M. -- used to power a village's protective electromagnetic shield -- back to Atlantis for study, but Weir orders him to return it.
Ripple Effect - Reporting their Z.P.M. is depleted, an alternate SG-1 punctures a hole in the metaverse to steal a powered one from another reality.
The Tower - McKay powers the star drive of an Ancient city ship to drain the power of the Z.P.M. running it, effectively ending the rule of the dubious Lord Protector.


thanx to the gateworld omnepedia for the info
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post Feb 2 2007, 12:27 PM
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G.D.O (Garage Door Opener)



THE STARGATE OMNIPEDIA Link Here | ?
G.D.O.
"Garage Door Opener." The device transmits a signal to the S.G.C. computer, identifying the SG unit and opening the iris covering the Stargate. A G.D.O. and iris code (a sequence of numbers that must be manually entered into the G.D.O.) is assigned to every member of every SG team. The codes can be altered if one of the devices is compromised.

KEY EPISODE(S) -
Serpent's Song - The Tok'ra are issued their own G.D.O. and iris code.
Unnatural Selection - Probing O'Neill's mind, the advanced Replicators uncover his G.D.O. code.

Side Note: Between these threads and the Ep threads my image account is about to explode! blink.gif


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zzombie8
post Feb 8 2007, 12:06 PM
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The STARGATE




A massive, circular ring with an inner track of 39 symbols representing star constellations, capable of sending people and objects hundreds of thousands of lightyears via an interstellar conduit called a "wormhole." The Stargate, constructed millenia ago by the Ancients, is made of the alien mineral naquadah and weighs about 64,000 pounds.

One side of the gate holds nine equally-spaced, V-shaped locking mechanisms, or "chevrons," capable of locking at least seven constellations in place via a freely-spinning inner track. The first six glyphs lock down a point in space, while the seventh represents the point of origin. When the seventh chevron locks, an unstable energy vortex emerges from the gate, incinerating everything in its wake. Once the vortex is gone and the event horizon is established, outbound travel may commence. Once objects have exited the other side, the Stargate has the capability of shutting itself off.

The Stargate network extends beyond our own galaxy, and includes many thousands of gates. Most gates are paired with a dial-home device (D.H.D.), by which a user dials an address to another world. The S.G.C. does not have a D.H.D., and instead has rigged a computer system to access the gate's systems and dial addresses.

In the Pegasus Galaxy, some Stargates have been placed in space in orbit of planets, rather than on their surfaces. Rather than using a connected D.H.D., space-based gates are powered by three power nodes, and dialing is accessed by a panel on a ship.

The Stargate is essentially an enormous superconductor, capable of harnessing power from a wide variety of energy sources, especially electricity. The inner track is a safety feature. When the gate has absorbed enough energy this track will unlock, allowing a manual dial in case something dire has occurred to the D.H.D.



KEY EPISODE(S) :

"Stargate" the movie - Dr. Jackson uncovers the seventh symbol, the point of origin, and opens the Stargate for the first time in nearly 50 years.
Solitudes - Another Stargate, predating the Egyptian gate, is accidentally discovered in Antarctica.
The Fifth Race - O'Neill boosts power to the Stargate allowing for an eighth chevron to lock on to gate coordinates in the Ida galaxy, far further than any previous lock.
Nemesis - SG-1 transports the Stargate to Thor's ship to escape a Replicator infestation; the Antarctic gate is removed from storage and set up at the S.G.C.
Redemption, Part 2 - Anubis's weapon, originally constructed by the Ancients, forces Stargate Command to hoist the Antarctic gate from Cheyenne Mountain into deep space, roughly three million miles from Earth, where it is destroyed. The Russians "loan" the U.S. the Egyptian gate.
Avenger 2.0 - Dr. Felger's lab assistant, Chloe, deduces a potential of 63 billion Stargates in the universe.
Ripple Effect - Carter explains that typical gate travel is not instantaneous. On average it takes approximately zero point three seconds.
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post Feb 11 2007, 02:34 AM
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QUOTE (zzombie8 @ Feb 8 2007, 12:06 PM) *
The STARGATE




The Stargate is essentially an enormous superconductor, capable of harnessing power from a wide variety of energy sources, especially electricity. The inner track is a safety feature. When the gate has absorbed enough energy this track will unlock, allowing a manual dial in case something dire has occurred to the D.H.D.



KEY EPISODE(S) :



Great thread, Zombie!

You probably read elsewhere (outside the SG Universe) that "zero-point energy" is something that physicists have been thinking about.
The supply of energy would be unbelievable if they could figure out how to do it.

Various energy sources have been and continue to be, "harnessed", so to speak, but of course the Stargate is special, because of it's abilities to
absorb so many types of energy from the environment, and hold a tremendous amount of energy, and to transfer it in a way that would produce
a wormhole in the fabric of space-time.

I actually knew someone (won't say whom, haven't seen the person in a few years) that was going to work for a professor (and I would assume that others were going to be working for this professor also), and this professor was going to try to invent a material or materials that would absorb energy from the environment. I don't know if they are still working on it or not.

I don't know if superconductors were part of the idea or not. If they ever succeed, then the "ambient" environment will supply the energy!
I suppose "ambient" would be a good word to describe it.
To me, that's really far out!

shenshu


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Naquaada
post Feb 12 2007, 04:13 PM
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Thors Hammer
[img]http://content.answers.com/main/content/wp/en/thumb/0/0f/180px-Thor[/img]

found in episode "Thors Hammer"

Thor's Hammer is a device that Thor created to protect a race of humans that had come to worship him as a god from, and after he overthrew a Goa'uld that was presiding over the planet in question. The device works by scanning a targets DNA structure and searches for specific anomalies. Once detected, the target with the aberrant DNA is blocked from entry using a beaming device to transport the target into a cave system. In the case of the planet (and for the purposes of the episode in which it was featured), the device singles out Goa'uld DNA. The "Hammer" device itself is located in the exit hall of the cave system. If a Goa'uld or army of Jaffa attempted to mount an attack on the planet via Stargate, they would be transported into and trapped in the caves that housed this device. The name in this case comes from the shape of the door the device is housed in, being roughly hammer or "T" shaped. If a Goa'uld or Jaffa should pass through the device, the symbiote carried within would be destroyed. This would free the host of a Goa'uld, but kill a Jaffa.

The Asgard also have something to the effect of the Ancient Repository of Knowledge on their ships which contain the database of all their knowledge. How much of this knowledge an Asgard can actually store in his mind is still unknown, but it is probably a large bit as Anubis was able to take several key pieces of technological data from Thor's mind in only a little bit of time before he was thwarted.
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atlantissux
post Feb 12 2007, 11:00 PM
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From the Scifipedia:

http://scifipedia.scifi.com/index.php/Sarcophagus


Sarcophogus

A Sarcophagus is a stone coffin designed to hold a human body. Though sarcophagi have been used by several cultures, they are most often associated with ancient Egyptian royalty. In the TV Series Stargate SG-1, the Goa'uld who misrepresented themselves to mankind as gods, designed sarcophagi not as containers for the dead, but as restorers and extenders of life.

The sarcophagus technology was one of many technologies the Goa'uld copied from Ancient designs. It was invented by the Goa'uld Telchak after he discovered an Ancient healing cube. The sarcophagus uses similar, but less powerful means to heal and with some similar if less immediately visible side effects. Anubis warred against Telchak in hopes of recovering the Ancient device he copied but it was hidden on Earth inside a temple and remained so until it was recovered by Dr. Daniel Jackson and Bill Lee.

Though the abilities of the sarcophagus to heal human bodies is an amazing laudable feat, the Tok'ra shun the device, believing it drains the good from one's soul, as Daniel Jackson discovered when encouraged to use one for an extended period. The effects are addictive and repeated use appears to affect the mind severely making an individual prone to megalomania. The goa'uld use the device regularly regardless of the state of their health, as it extends their lifespan significantly without having to switch hosts. It is possible that the use of the technology contributed significantly to the evil nature of the Goa'uld.

As mentioned by Ra in the Stargate movie, the device is powered by a rare mineral that the series later named naquadah. Ra used the people of Abydos to mine the mineral to provide power for his ships and the source of his immortality, the sarcophagus.

[edit]Key Episodes
Stargate
Hathor
Need
Enemies
The Tomb
Abyss
Evolution





And on a side note, have any of you thought about contributing to the Scifipedia? The Stargate section is really lacking.
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zzombie8
post Mar 1 2007, 01:39 PM
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Personal Cloaking Device


Technology making the wearer invisible. The user of this technology can be made visible with a T.E.R.

KEY EPISODE(S):
Out of Mind - Hathor uses a personal cloaking device to hide from SG-1 when she captures them and recreates the S.G.C.
Fair Game - The System Lords learn that Nirrti possesses cloaking technology.
Rite of Passage - Nirrti returns using her cloak in attempt to remain undetected as she studies Cassandra's illness.
Metamorphosis - Nirrti uses her cloak to protect herself from Samantha Carter.

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zzombie8
post Mar 1 2007, 01:46 PM
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T.E.R-TRANSPHASE ERADICATION ROD

Goa'uld weapon capable of making visible and eradicating any object that is out of phase from normal sensory perception. It fires a powerful blast of energy, and is mounted with a search device capable of making invisible enemies visible, including those utilizing a personal cloaking device. Several versions of this device have been stolen by the Tok'ra.

KEY EPISODE(S) :
Show and Tell - Jacob/Selmak arrives with several T.E.R.'s to detect the presence of Retu invaders.
Fair Game - The S.G.C. use T.E.R.s to locate Nirrti on the base, who has developed a personal cloaking device.
Rite of Passage - T.E.R.s are pulled from storage to once again detect Nirrti, who has infiltrated the S.G.C.
Death Knell - Jacob and Samantha Carter modify a T.E.R. with a power cell developed from Telchak's device, which is effective in destroying a Kull warrior.



oops, that's a weapon aint it?..oopsie.
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zzombie8
post Mar 1 2007, 01:55 PM
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Chevrons



V-shaped symbol; one of nine locking mechanisms equally dispersed around one side of a Stargate. Chevrons serve to lock in stellar coordinates and pinpoint a location in space.

An inner track on the Stargate moves and halts in a particular place, allowing a chevron to snap down and back up, storing the symbol in its memory until all the chevrons have locked. Ordinarily seven chevrons are required to lock on to a destination.

Six chevrons determine a specific point in space. The seventh chevron applies as the point of origin, allowing two points in space to connect and generate an outgoing wormhole.

A more uncommon eighth chevron is believed to be the equivalent to dialing, in essence, a different area code. Evidence proves that the eighth chevron dials beyond normal space into an entirely different galaxy, but this typically causes extreme power consumption.

The purpose of the ninth chevron is, as yet, unclear.

Key Episodes: Most of them.
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zzombie8
post Mar 1 2007, 02:10 PM
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VIRTUAL REALITY UNIT, MODIFIED





Virtual reality chair modified and enhanced from the original virtual reality units on P7J-989. Dr. Bill Lee and his team of engineers worked for over two years with the devices in the hopes of making it a viable training tool for Stargate personnel.

The unit itself was attached to a sophisticated computer network. Inside the network was software containing a simulation / scenario where Kull warriors successfully bypassed the Stargate iris and invaded Stargate Command.

Though the device was designed for armed troops, it was originally tested by at least four of Dr. Lee's team. Teal'c was the first trained test subject to enter the device, and he discovered that the chair could actually induce a pain response in the form of a minute electric shock, if his conscious mind wished to have the most realistic experience.

Like the virtual reality units of 989, a shut-off command was built into the internal program. That way, only a person within the chair could control it. In the case of the Foxtrot Alpha Six simulation, the shut-off command could be accessed by taking the Cheyenne Mountain elevator shaft to the surface. However, as Teal'c discovered, the shut-off is still flawed.

More than one chair can also be added to the network so multiple players can work together to beat the running program.

Players do not necessarily have to be tied into the chair's "progress recorder" (which records responses and determine the next move for the computer to make). Without this component, the user will not experience a two second processing delay, and will essentially be able to see events before they happen. If one player is connected to the progress recorder and one is not, this strategy can help in beating the program.

KEY EPISODE(S):
Avatar
- Teal'c volunteers himself to Dr. Lee's team as they hope to enhance their virtual reality chair to help better train Stargate personnel.

Originally seen unmodified in:

The Gamekeeper - SG-1 releases the Residents of the artificial reality back into the real world to discover the planet has returned to the way it was before their people destroyed it.
"Avatar"- Teal'c uses the modified virtual reality unit in the hopes of assisting Dr. Lee with perfecting its accuracy at creating a realistic threat

VIRTUAL REALITY UNIT



Device designed by the individuals who later became the Residents of P7J-989, allowing stimulation of the synaptic pathways to keep an individual alive. While the mind was occupied, nutrients would be ingested into the body and expelled via various tubes.

If near to a vacant device, the units were capable of reaching out with the cables and restraining them until they had properly sedated the new users into the virtual reality environment.

Directly linked into the devices was a virtual atmosphere designed by the Keeper.

At least one virtual reality unit was taken back to Earth and put under lock and key in a storage bay deep inside Area 51. Another device was modified by Dr. Bill Lee and his team of scientists, who spent several months modifying the unit to train Stargate Command soldiers to fight against various adversaries during a simulated incursion of the Command, including Kull warriors. The programming functions by interfacing memories of the individual into the chair's matrix.

Lee and his team had been working on the chair for two years in the hopes of making it a viable resource for base personnel, but the unit was believed to be scrapped after it would not free Teal'c from its virtual reality environment.




Thanx to Gateworld Omnipedia for the info.
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zzombie8
post Mar 1 2007, 02:18 PM
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TRETONIN

Substance derived from ground-up Goa'uld symbiotes, responsible for maintaining the perfect health of the host body -- functioning as an alternate (and superior) immune system, like having a symbiote (but without the symbiote). The drug is administered with a tretonin injector.

The drug was created by the Pangarans, who got 20 percent of their population dependent on the substance before realizing that it caused the user's immune system to cease to function.

KEY EPISODE(S):
Cure - The Pangarans introduce tretonin to SG-1, and confess that they cannot live without it. The Tok'ra queen, Egeria, saves their lives by reversing their dependence on tretonin before she dies.
The Changeling - Teal'c and Bra'tac lose their symbiotes, and are forced to rely on tretonin to sustain their lives.
Stronghold - Baal baits Teal'c with his only supply of tretonin to bring him to accept the former System Lord's offer.


(Refered to by O'neill as "Ground Goa'uld!")
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zzombie8
post Apr 13 2007, 09:36 PM
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STASIS JAR


A small, unassuming jar that serves as a long-term prison for Goa'uld symbiotes. Outside, the jar appears to be simple ceramic. But inside it is equipped with Goa'uld technology: a small, radioactive isotope is installed within the jar to keep a symbiote alive and healthily imprisoned indefinitely.

The Goa'uld Osiris and Isis were banished in such jars for thousands of years by Seth. It is also believed that Ra exiled his previous ally, Sekhmet, in a similar jar after he discovered she had been plotting against him. On the planet Pangar he did the same with his enemy Egeria, who began the Tok'ra resistance movement some two millenia ago.

KEY EPISODE(S) :
The Curse - The Stewart Expedition carries the canopic jars of Osiris and Isis to Dr. Jordan's research facility in Chicago, eventually unleashing Osiris himself. But the Isis Jar is damaged during transport, killing the symbiote.
Cure - The Pangarans reveal that they found a stasis jar in a buried temple some 50 years ago, and found the Tok'ra queen Egeria still alive inside.
Resurrection - A canopic jar containing the Goa'uld Sekhmet is recovered by the Germans, and eventually makes its way into the hands of rogue N.I.D. scientists.



Thanx Gateworld for the info
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Articulas
post Apr 20 2007, 10:20 AM
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A fishing rod or a fishing pole is a tool used to catch fish, usually in conjunction with the sport of angling. (Sustenance and commercial fishing usually involves nets). A length of fishing line is attached to a long, flexible rod or pole: one end terminates in a hook for catching the fish. A 'fishing pole' is a simple pole or stick for suspending a line (normally fastened to the tip), with a hooked lure or bait. In contrast, 'fishing rod' refers to a more sophisticated casting tool fitted with line guides and a reel for line stowage. Fishing rods vary in action as well as length, and can be found in sizes between 24 inches and 20 feet. The longer the rod, the greater the mechanical advantage in casting.



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abstrak_tokatl
post Apr 22 2007, 02:47 AM
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This is a personal curiousity for me. I did a look on google, for a universal remote, developed and for sale based on the G.D.O. design in stargate. Not so much as a fan, but as being able to strap a remote comfortably to my wrist and stop having to look for it every five minutes.
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post Apr 22 2007, 09:19 AM
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From: babylon 5
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that would be cool. if you find one please let us know!!!


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compliments of WTGJUNIOR
formerly known as amokman
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zzombie8
post May 17 2007, 03:49 PM
Post #20


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QUOTE (Articulas @ Apr 20 2007, 11:20 AM) *
A fishing rod or a fishing pole is a tool used to catch fish, usually in conjunction with the sport of angling. (Sustenance and commercial fishing usually involves nets). A length of fishing line is attached to a long, flexible rod or pole: one end terminates in a hook for catching the fish. A 'fishing pole' is a simple pole or stick for suspending a line (normally fastened to the tip), with a hooked lure or bait. In contrast, 'fishing rod' refers to a more sophisticated casting tool fitted with line guides and a reel for line stowage. Fishing rods vary in action as well as length, and can be found in sizes between 24 inches and 20 feet. The longer the rod, the greater the mechanical advantage in casting.



And is Jacks favorite toy to play with when on vacation!
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