ALPHA OPS

What started as a Marine combat team, SG 10 slowly changed over time. First was the addition of the Colton Hayes, a dangerously intelligent prodigy with a playful streak of recklessness and a proclivity for explosives. As attrition begins to eat away at the teams’ size Colonel Ford volunteers to take on a Jaffa warrior rescued from a doomed rebellion. Though young for a Jaffa warrior, 42, Natock has a substantial amount of combat experience and has fully committed himself to freeing all Jaffa.

When attrition reduces SG 10 to Colonel Ford, Colt, and Natock the team ceases to be a Marine combat team and becomes a Special Action Unit instead. Their role becomes intelligence gathering, sabotage, and directly engaging the enemy.

They currently hold the record for most Goa’ud ships stolen: 2 Ha’tak, 4 Al’Kesh, 3 Cheops, 5 Tel’tak, 29 Death Gliders.

ALPHA OPS 14-1

SG 10 explore the last address on the Abydos cartouche and discover that an enemy thought long dead is still very much a threat.

ALPHA OPS 13

While on Earth for a peace summit of the Free Jaffa, SG10 watch a M.A.L.P. transmission that shows a human fighting a life and death struggle against a giant humanoid lizard.

ALPHA OPS 12

While exploring a desert planet SG 10 find a derelict Ancient science vessel and Colt is unable to resist pushing a shiny red button that will change his life forever. While supervising a team of scientists examining the ship the gate stops working and strands them on that world.

ALPHA OPS 11-4

The organism has reached the camp by the gate and SG10 must keep it from escaping while dodging plasma blasts from a three way firefight.

ALPHA OPS 11-3

The dormant organism is awake and devouring. SG10 has to secure the ship and keep the organism from escaping to the gate, and using it as a stepping stone to the rest of the galaxy. Tensions rise faster than the body count as SG10 struggles determine who is still human before everyone kills each other.

ALPHA OPS 11-2

The mysterious alien ship has been uncovered and as SG10 begins to explore it they find an unknown race that that fought and died because of an organism they were transporting, but they lack answers to their questions until Dr. Carter can power up the ship and they can delve into the computers records. Dr. Jackson and Sergeant Ford struggle to answer one of life's most profound questions, New York Style or Chicago deep dish.

ALPHA OPS 11-1

SG 10 escorts a team of geologist to a world in search of untouched Naquadah veins, and they find a mysterious ship buried in an ancient lava flow. As they begin to dig up the partially buried ship Colt goes on a date with Charlie where they explore each other's backgrounds.

ALPHA OPS 10-3

SG10 recover from their battle with the alien trophy hunter.

ALPHA OPS 10-2

SG10 remain stranded on the jungle world while they are stalked by an alien trophy hunter. They have sustained injuries and fatalities, but Ford has decided to take the fight to the creature and end the hunt.

ALPHA OPS 10-1

While investigating a jungle world SG10 discovers a camp filled with the skulls of big game trophy kills, many of which contain the skeleton of a Goa'uld symbiote. After a search of the area they discover a downed alien vessel. They are attacked on the way back to the gate by an alien creature that takes telepathic control of Colt and forces him to fire on his team.

ALPHA OPS 9

Ford has to intervene on Colt's behalf to secure a date with Charlie, and Michael tries to decide what to do with the data Bolseer stole from Pelops.

ALPHA OPS 8

A team member of SG 10 must learn how to deal with becoming a Tok'ra agent.

ALPHA OPS 7

There is little time to mourn the loss of Jefferson before SG10 is sent on their next mission. The mission to extract a Tok'ra spy from Pelops' base start off well, but quickly spirals out of control. Critically injured on a mission both Ward and the Tok'ra spy's lives hang in the balance. Ford must choose which life to save.

ALPHA OPS 6

Ba'al sends a suicide bomber among Jaffa meeting with meeting with Tulol and SG10 on Alpha. The Tok'ra gain intel on Pelops and find that his program to create a perfect host is finished. Michael leads SG10 on a mission to steal the data and destroy the facility, but secret Tok'ra agendas end up with one of SG10 critically wounded.

ALPHA OPS 5

A M.A.L.P. is sent to explore a desert world and encounters two robed strangers before it is violently disassembled by local scavengers.

ALPHA OPS 4

SG 10, led by the Tok'ra spy Michael, begin raiding Goa'uld armories to arm their new Free Jaffa allies with weapons and armor to become an effective fighting force. A short string of successes leads to a pitched battle that ends in a nuclear explosion.

ALPHA OPS 3

SG 10 explores a partially sunken city left behind by a non human species and face a serious threat that lingers in the shadows of the ruins.

ALPHA OPS 2

SG 10 leads a massive operation to rescue hundreds of Jaffa from execution after a failed attempt at rebellion.

ALPHA OPS 1

SG 10 teams up with a Tok'ra agent to extract another Tok'ra from enemy territory.