A spaceship crew awaken from stasis with no memory of their mission or their identities, but once they reach their destination, a mining colony, they begin to look for answers while working together to survive in the series premiere of this adaptation of the graphic novel series of the same name.
The crew come to terms with revelations about their respective pasts; at the same time, they face the dilemma of helping the miners against insurmountable odds or abandoning them to certain passing.
When the ship mysteriously veers off course, suggestions of sabotage abound, fueling the onboard paranoia. A perilous spacewalk is required to bring the ship's systems back online.
The past comes back to haunt members of the crew during a stopover at a space station, during which Four makes a stunning discovery, while Two and Five learn that some games of chance come with surprising risks. Elsewhere, Six receives some unwanted attention at a local clinic; and One and Three's attempts to sell the weapons in their cargo hold lands them at a dangerous disadvantage.
The crew members find themselves trapped on a freighter with victims of a plague. Will someone on the team be infected by that terrible plague?.
Chemical hypnosis and the ship's neural link are used to explore the memories secreted away in Five's subconscious, during which she uncovers the dark truth about Four and Six's unhappy pasts. She also learns about the circumstances that landed her on the ship and gains some insight into the idyllic childhood of a mysterious little boy.
The crew finally gain access to the secret room in the ship's underbelly and among the items they find inside are a sunny android and a desperately ill woman who reveals a connection to Three.
The crew stop at a space station to refuel and rest, but Six has a different agenda, which has to do with revenge. Meanwhile, One is taken aback by an unwelcome revelation.
Four abandons the ship to embark on a reckless mission to reclaim his past and the crew are left wondering whether they should rescue him or let fate run its deadly course.
The crew need money which compels them to take on a dangerous assignment in which they have to try and heist a mysterious device from a rival corporation.
The youngest member of the crew and an unexpected surprise turn out to be their best chance in a race against time to get the ship back from some ruthless mercenaries.
The crew's handler want them to take part in what looks like a simple retrieval operation that involves a scientist being held against his will on a remote world.
Crew members are targeted, and paranoia mounts as they search for the perpetrator; the person responsible for the mind-wipe makes a move.