Kill Command [Stargate (device)] – EP 9 (Season 1)
A Stargate is an Einstein–Rosen bridge portal device within the Stargate fictional universe that allows practical, rapid travel between two distant locations. The devices first appear in the 1994 Roland Emmerich film Stargate, and thereafter in the television series Stargate SG-1, Stargate Atlantis, and Stargate Universe. In these productions the Stargate functions as a plot generator, allowing the main characters to visit alien planets without the need for spaceships or any other type of technology. The device allows for near-instantaneous travel across intra- and even intergalactic distances.
Within the Stargate fictional universe, Stargates are large rings composed of a fictional superconductive mineral called “naqahdah”. Each Stargate has nine points (chevrons) spaced equally around its circumference which are used to determine the address being dialed. On the inner ring is a set of unique glyphs; on Milky Way and Pegasus gates, they represent points in space (most commonly star constellations and planets), with one of those symbols representing the planet or point of origin, while the meaning of the glyphs on Destiny-style gates is unknown. The number of glyphs is dependent on the network in which the gate belongs; Milky Way gates feature 39 glyphs, while Pegasus and Destiny gates have 36. Six of these symbols plus the point of origin serve to map out a specific location in space to which one can dial. Additional glyphs may also be selected which increase the distance of travel, allowing gates outside the current galaxy to be reached, a process that requires significantly more energy than interstellar dialing. Pairs of Stargates function by generating an artificial stable wormhole between them, allowing the one-way travel of matter (energy can travel either way through an open wormhole). A typical Stargate measures 4.6 m (15 ft.) in diameter and weighs 29 metric tons (64,000 lb.). The Stargates were created millions of years ago by an alien civilization known as the Ancients; their modern history begins when Egyptologist Daniel Jackson deciphers their workings in the Stargate film.
SOP (standard operating procedure). You ingress an op with your tacticals online. Your role-based mission playbook was loaded into your tacticals, usually just before you stepped through the Stargate to go on your Away Mission.
The Machiavellian aspect. When you’re deceived and lied to, and sent somewhere other than where you were briefed about. You expect there to be additional intel that’s been loaded into your tacticals without your knowledge and made accessible to you only after a successful ingress.
Between the World and Me by Ta-Nehisi Coates. The usual intel precursor. Followed by the intel itself: all of the access codes and detailed schematics needed to intelligently traverse the base and successfully complete the mission.
Ipso facto. The intel. Possessing such accuracy and detail about a super-secret base that’s not [officially] supposed to exist. They [the codes and the maps of the base] must have been supplied to the US Government by the Russian Government.
Comms are down, but parochial uploads are fine—e.g., while still in the wormhole between Stargates, the JOX-er commander was able to upload malware into Sara via backdoor protocols which were obviously supplied to the JOX-er by the Borg. Selective jamming implies that you, your team, and your reinforcements the JOX-ers are being played. The million dollar question is: “By whom, or is it by what?”
Inconsistencies, duplicity, and hidden agendas abound. If the JOX-er are here as reinforcements, albeit with their own ulterior motives, why did they let you go off on your own and why would you go off on your own? Neither action makes a whole lot of sense. Then again, a lot of things about this op doesn’t make a lot of sense. For example. In this day and age, how do Dead overrun anything, let alone a modern military base equipped with what you would presume are the latest Z safeguards?
So far. A lot of questions. Not a whole lot of answers. And. A lot that doesn’t make sense. In other words. The typical Away Mission.
Away from prying eyes. Sara is off on her own away from the others. First things first. She assimilates what the JOX-er commander has done to her. The malware is buffered and dissected by her system. That which she wishes to retain of her reprogramming is kept, and the rest is disposed of.
Never again will she be taken by surprise like she was by the SAR commander on that island. Even though she took the bull by the horns in the end, and eventually got what she wanted—i.e., she got made twenty-percent machine and stayed human, and more importantly stayed herself. But. She didn’t do so on her own terms, and as such the whole shebang could have just as easily gone very badly for her, or worse it could have gone completely sideways. These days, Sara is fully prepared for any attempt at remaking her without her consent via an invasive upload. And can turn around any such hostile takeover to her benefit.
Next thing on the agenda. Of the Sara/Seven paradigm. For the duration of her existence, stay Sara, choose Seven instead, or continue to flip flop between the two? She fully embraces Sara and Seven, and slips wholeheartedly into Sara “Seven” Mills. Why settle for choosing one or the other, when you can do both at the same time. The resulting robot girl’s movements are neither stiff nor are they robotic. Yet, there’s still something vaguely automaton, as well as decidedly haughty, aloof, and seemingly unattainable about her.
Now. With her finally being her own girl, on her own terms, whole and not split. Now the task at hand becomes solely her doing, not that of the JOX-ers. Bolstered by the feeling that her long sought after goal of securing Dmitri’s freedom is finally within her proverbial grasp. Whatever put the spanner in the works, this robot girl is determined to fix it, come hell or high water.
In her mind she envisions the task that the JOX-ers tried to force upon her, and she notices with more than a little interest that the artifact they want retrieved and the artifact mentioned in Dmitri’s coded letters are in the same storage locker. Maybe they are one in the same? She’ll find out when she opens the locker.
In its original form, the JOX-ers’ reprogramming of her would have prevented her from opening the locker. She was to just to bring it to them unopened and then erase all memory of what she had been tasked to do for them. Self-erasure. Both her conscious and her unconscious mind surgically wiped of the event.
Dutifully. She follows the directions dictated by the base schematics shown on her Borg tactical display. From her point of view, it’s a holographic display that appears to be virtualized in front of her face, moving in sync with the movement of her eyes and her head. In point of fact, it’s being beamed directly into her brain—i.e., she’d “see” the display even if she were stone blind, because the display is telepathic. It’s how the “holographic” displays work on the Gibson Mark XV tactical combat helmets that Marines wear on Away Missions.
Around the next corner and down a short corridor, and she should be at the door of the storage room. Female intuition—the Politically Correct might call it caution—stops her dead in her tracks just before she rounds the corner. Her impassive eyes glow fluorescent blue, again. Ready to dispatch any additional Dead with the same withering firepower that she employed in the gate room. The major limitations of deconstruction are that you must be line-of-sight of the undead you’re targeting to unmake and you must be in close proximity to the Dead for this arcane lethality to be effective.
Her caution turns out to be completely warranted. Unbeknownst to the girl robot. There’s Dead, a lot of them, converging upon her from all directions. But. Their movement is too sketchy to be detected by her tactical’s motion detectors.
Again, the signatures of the attacking Dead are masked—i.e., they’re still invisible to scanners. Also, these undead, just like those in the gate room, are exploiting the base’s dim emergency lighting to evade visual detection. Additionally, they are adapting their stealth moment-by-moment to keep themselves in the blind spot(s) of the vison of anyone trying to see them, an arcane that the undead in the gate room manifested with such facility that, as aforementioned, they literally were able to become the darkness that disappeared into the darkness—i.e., they “blended” into the darkness.
A question begs to be asked. In CQB (close quarters combat) with the Dead. Why are withering firepower and early detection essential; shouldn’t the employment of personal force fields in and of themselves be more than sufficient to deal with what amounts to are animate corpses? Because, when defending against the Dead, personal force fields, whether Pentashields or Borg or whatever, just aren’t that effective. To date, no one has determined why. Maybe, no one ever will.
As such, without withering firepower and early detection, those animate corpses in herd numbers in close quarters would easily overwhelm and overcome the living. Either ripping the living apart to be feed upon on-the-spot or co-opting anyone into their infected masses who is not immunized with the Z-vaccine.
There’s another point to ponder. Something else that prescribes [i.e., mandates] WMD’s and ace defenses when engaging in conflict with the Dead, most especially at close quarters. These animate corpses have a Hive Mind. A Collective consciousness [i.e., intelligence] analogous to that of the Borg. As such. They are not mindless. They are directed, and therefore exponentially deadly!