Drama, Science Fiction, Suspense
The six-person crew of a derelict spaceship awakens from stasis in the farthest reaches of space. Their memories wiped clean, they have no recollection of who they are or how they got on board. The only clue to their identities is a cargo bay full of weaponry and a destination: a remote mining colony that is about to become a war zone. With no idea whose side they are on, they face a deadly decision. Will these amnesiacs turn their backs on history, or will their pasts catch up with them?
Crew members are targeted, and paranoia mounts as they search for the perpetrator; the person responsible for the mind-wipe makes a move.
The team's handler sends the crew on another mission to retrieve a scientist being held against his will.
The crew plots to reclaim the ship from the mercenaries that are determined to deliver them to the Galactic Authority.
The crew takes on a job stealing a device from a rival corporation, but another team of mercenaries have the same goal.
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 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.
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.
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 violent 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 members find themselves trapped on a freighter with victims of a plague. Will someone on the team be infected by that terrible plague?
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. MORE -LESS
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 crew come to terms with revelations about their respective pasts. Meanwhile, they face the dilemma of helping the miners against insurmountable odds or abandoning them to certain death.
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.