No Man's Land
The team desperately attempts to stop two Wraith hive ships from reaching Earth. Sheppard must rely on an old foe to rescue McKay and Ronon.
The team desperately attempts to stop two Wraith hive ships from reaching Earth. Sheppard must rely on an old foe to rescue McKay and Ronon.
The Atlantis team must decide the fate of a colony of Wraith they have turned into humans. Dr. Weir must defend her leadership when she is evaluated by the I.O.A.
After a group of people captures and gives Ronon to the Wraith, he becomes a runner again, but this time he's left in his home planet, Sateda, where the Stargate has been disabled.
Sheppard's team meets an obnoxious man who is adored by all thanks to a secret that he carries -- and who has an unexpected affect on them.
The Atlantis expedition encounters a highly advanced race, the Asurans. Who they at first believe to be the ancients. However, this new race is just a new face of an old nemesis.
Dr Weir finds herself on Earth where, to everyone else, the Atlantis Expedition was just her delusion.
John Sheppard is kidnapped by the Genii and is in the company of a Wraith.
Rodney's sister is brought to Atlantis to make use of one of her theories.
A device that creates hallucinations affects the team off-world.
The Atlantis expedition must turn to an old friend for help as the Asurans prepare to invade the city.
The team returns to Atlantis in an attempt to regain control of the city.
Teyla witnesses what appear to be an Ancient apparitions, which soon other people start to see.
The team investigate rumours of an invincible hero off-world, only to find Lucius Lavin again manipulating a hapless village.
When Rodney uses an Ancient device, he gets special powers, but soon Dr Weir discovers it's a double-handled gift: if he doesn't ascend, he'll die.
The Atlantis team finds a program in the Atlantis database which throws Mckay and Sheppard into a Simsesque game that could destroy two civilizations in the Pegasus Galaxy.
The team boards a crippled space station to discover people have been preserved there with the hope to outlive their enemy, the Wraith.
Almost every member of the Atlantis expedition has a day off. Some of them are enjoying their free time or are catching up on some old work. The Sunday, a day like no other, suddenly turns bad and it appears that a lot of people are in danger.
The Atlantis team finds an Ancient underwater research facility and puts a team together to check it out.
After losing contact with the new Taranin (the people rescued by the Atlantis team when a super volcano threatened to destroy their planet) settlement, Sheppard's team leaves to investigate. Finding the town deserted, they move to investigate an extensive subterranean tunnel system. What they find there holds dark tidings for the entire Pegasus Galaxy.
After learning the Asurians are building a fleet of ships, Earth sends its newest ship, the Apollo, under the command of Colonel Abe Ellis to initiate a preemptive first strike to stop them from attacking Atlantis or worse, Earth itself.
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