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.
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.
ZAT'NI'KATEL A handheld Goa'uld weapon, formed in the shape of a coiled serpent. The zat'ni'katel was nicknamed "zat gun" by Colonel O'Neill. The zat uses a different form of energy, less powerful than that of a staff weapon. One shot will usually render a victim unconscious. Two shots will kill most subjects. Three shots disintegrate them.
KEY EPISODE(S) - Within the Serpent's Grasp - SG-1, aboard a Goa'uld Ha'tak bound for Earth, uncovers a crate of zat'ni'katels. Family - O'Neill uses a zat to kill and disintegrate Fro'tac when the Jaffa attempts to turn them in to Apophis. 1969 - Two zat'ni'katels and a G.D.O. are the only items not destroyed by SG-1 when they fall back into 1969; a zat gun provides the influence needed for the team to reach the Stargate. Prodigy - Zats are the team's only defense from energy-based alien insects, which cannot attack a person who has been zatted.
DRONE WEAPON, ANCIENT Extremely lethal weapon created by the Ancients that, when activated, will automatically seek out a target to destroy. Not unlike a squid in its dormant appearance, drones are controlled by the mind of an operator in a central chamber, or aboard a Puddle Jumper. Multiple drones often operate in tandem with one another, and they are able to operate in space or in an atmosphere, and can easily penetrate the most advanced Goa'uld shield technology. Thousands of the weapons comprise the Ancient super-weapon discovered on Earth.
SG-1 found thousands of the weapons sealed beneath the Ancients' Atlantus base in Antarctica, just in time for Jack O'Neill -- his mind under the influence of the Ancients' library of knowledge -- to use them to swarm, engulf, and eliminate all 30 of Anubis's attack ships in Earth's orbit. Since that time, Earth scientists from the world over have traveled to Antarctica to analyze the technology in its dormant state. One lead researcher before the departure of the Atlantis expedition was Dr. Peter Grodin, operating on the international team under the command of Elizabeth Weir.
Drone fired from a Puddle Jumper. From "Rising, Part 2" Drone weapons are not to be controlled by the inexperienced or weak-minded. One inaccurate command and a drone will come to life, seeking out a target on its own. One such incident occurred when Dr. Carson Beckett inadvertently activated the technology in Antarctica, and nearly destroyed Major John Sheppard and General O'Neill's helicopter before Beckett managed to deactivate it.
The technology can be installed in a multitude of Ancient technologies, from outposts to Puddle Jumper ships. En masse they are typically powered by Zero Point Modules, though single drones can apparently operate from smaller power sources.
KEY EPISODE(S) - Lost City, Part 2 - O'Neill sits in the control interface of the Ancient outpost in Antarctica and calls for thousands of drone weapons to wipe out Anubis's fleet in orbit. Rising, Part 1 - Grodin closely studies an Ancient drone at the Antarctic base, but Dr. Beckett accidentally activates the weapon -- which attacks Sheppard and O'Neill's helicopter en route. Rising, Part 2 - Drones render substantial aid in eliminating Wraith Darts in orbit of their homeworld, so that the Puddle Jumper can safely return to Atlantis. The Tower - McKay discovers a vast supply of Ancient drone weapons, the remainder of which are returned to Lantia to re-stock Atlantis.
6、Stargate中的科学与技术——哲学与社会科学 在Stargate SG-1中,虽然敌人换了好几个,但有一个主题是没有变的,那就是对真神的求索。Goa'uld曾经称霸整个星系,因为他们一度掌握了发达的科学与技术;Anubis曾经想毁灭整个星系来建立自己的文明,同样因为他获得了升天古人的知识和能力;Ori不远万光年的跑到这里传经布道,仍然因为他们本身就是升了天的人,他们有着几乎至高无上的科技。而这些“人”统统被Stargate归到了“false god”的行列。如果说Goa'uld与Anubis是“false god”还可以理解,因为它们本质上确实仅仅是寄生虫,它们确实仅仅依靠技术上的优势来统治人类,但Ori就不同了,因为它们是Ascended beging,按照剧中对升天种族的定义,Ori已经脱离了肉体的束缚,以纯能量的形式存在,并且具有全宇宙中所有的知识和力量。论能力,Ori和God还真是有一拼的。此外,在剧中,Ori的Prior和Orici确实表现出了超凡的能力,而小强们坚定的认为,并且极力劝说别人也这样认为,这一切仅仅是因为Ori是another plain of existance,这一切仅仅是因为Ori掌握了更多的知识和能力,那么,照这样的理论,真正的God来了,把Ori灭了,然后对小强们说,相信我吧,我是God,小强们照样会不懈地与其作对,将其赶走——又来了一个自称是God的家伙... ... 因此,我觉得Stargate否定了神的真实存在性,虽然Teal'c口口声声说要寻找Only one true god,虽然Jackson一直在寻求path to enlightment,但是,在这个过程中,他们彻底的否定了神的能力和神的意志,否定了神可能存在的任何形式,因为神无论以什么形式出现,都可以将他看作是另一种更高级别的生命形式(就像古人和Ori),而既然神也只是另一种生命,那和人还有什么区别呢?因此,Stargate中真正的神作为正义与教化的象征,只能存在于人的思想和意识中,而所谓的对“True god”的向往,对“path to enlightment”的追求,也只是对正义、对真理的追求与探索。 wBook of Origin也就是Ori版的Holy Bible而已。
7、Stargate中的科学与技术——其他科幻
生命探测仪
SCANNER, ANCIENT Multi-function device of Ancient origin, capable of detecting human and Wraith life signs, radiation and power sources, and more. The device is portable and hand-held, easily concealed in a vest pocket. Puddle Jumpers come standard with at least one of them.
The Wraith are aware of the technology as having belonged to the Ancients -- the Keeper recognized it on sight. Individuals detected by the device appear as blinking squares on the display. While its Ancient name is unknown, Lieutenant Aiden Ford was eager to name it a "life signs detector" when it was first discovered -- though it has other functions.
KEY EPISODE(S) - Rising, Part 2 - Sheppard accidentally discovers the life signs detector technology in the wall of his Puddle Jumper when wondering how he will find his teammates. Childhood's End - McKay uses an Ancient scanner to locate the electromagnetic field generator that is protecting a group of villages from the Wraith. Underground - McKay's scanner detects an underground power source on the Genii homeworld, leading him and Sheppard to a shocking discovery about their new allies. When they infiltrate a Wraith hive ship, McKay uses the device to break into a room and steal a computer interface device The Tower - Otho uses an Ancient scanner on Sheppard's team and soon discovers that Sheppard's Ancient gene is stronger than any member of the royal family in hundreds of years.
古人座椅
CONTROL CHAIR, ANCIENT Device of Ancient origin which functions as a mental interface for those with the Ancient gene. The unit is often found stationed on various Ancient outposts.
Powered by an entire Zero Point Module, control chairs are chiefly responsible for defense, launching Ancient drone weapons from storage portals. They are also capable of displaying various charts, cross-referencing the desired chart from the user's mind with the file stored in the chair's computer. Control chairs are also believed to be able to network with Puddle Jumpers, allowing the user in the chair to remotely pilot them for kamikaze missions and the like.
The device is not simple to operate. In fact, it requires a considerable amount of concentration for some who possess the Ancient gene. For others, using the unit is intuitive. Those with Dr. Carson Beckett's gene therapy can also operate the technology.
In the Milky Way Galaxy, control chairs have been found at Taonas on Proclarush and Atlantus outpost on Earth. For the Pegasus Galaxy, a chair is based in a tower of Atlantis, but many likely lie at other outposts there. Other Ancient outposts, such as the one on the Dorandan homeworld, do not appear to have control chairs.
KEY EPISODE(S) - Lost City, Part 2 - O'Neill uses the Ancient control chair at Atlantus outpost to annihilate Anubis's forces in orbit. Rising, Part 1 - Sheppard rests in Atlantus's Ancient control chair, forcing Weir to petition O'Neill that he join Atlantis expedition -- he is the sole natural they have found in the personnel. The Siege, Part 1 - Drs. McKay and Beckett find Sheppard's availability is limited and petition Dr. Kusanagi to sit in the chair and be their guinea pig. The Siege, Part 2 - Sheppard uses the control chair to mount an additional assault on incoming Wraith darts, until the chair depletes Atlantis's inventory of drones. The Tower - Sheppard encounters a ruler who uses an Ancient control chair to fire drones on the Wraith -- and any citizen below -- who wish to question his authority.
RONON'S GUN Weapon wielded by Ronon Dex. Little is known about this weapon. It may be Satedan technology, fashioned from multiple sources or purchased (or stolen) from an advanced race.
Rather than bullets, the device emits great red bursts of energy. It has two settings, stun and kill.
KEY EPISODE(S) - Runner - Dex wields an advanced pistol on his pursuers, including several members of the Atlantis expedition
幽灵武器
WRAITH STUNNER PISTOL Smaller version of the Wraith stunner rifle, but with the same strength in stunning prey. Wraith pistols are far more handheld and are often preferred over the rifles. It is not known whether their smaller size delivers a proportionally less effective blast.
KEY EPISODE(S) - The Siege, Part 3 - Wraith warriors wield stunner pistols inside the city of Atlantis. Runner - Ford possesses a stunner pistol and uses it to threaten McKay into compliance. The Hive - Shots are fired between Wraith and Ford's coalition as his people, board a hive ship in a joint mission with Colonel Sheppard's unit.