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?
The scattered survivors of EOS-7 battle to regroup amidst the backdrop of corporate war. Ryo Ishida, now emperor of Zairon, makes an enemy of his former allies, while the past comes back to haunt the crew of the Raza.
After receiving a distress call from a former associate, the crew of the Raza find themselves in the middle of a colony's fight for independence.
Unbeknownst to the rest of the crew THREE has been trapped in a time loop, reliving the same day over and over. He must convince his crew mates that what's happening to him is real and find a way to stop the loop. Meanwhile, a mysterious mercenary infiltrates the Raza and THREE must deal with Sarah's new reality.
A friend of Adrian's is taken captive by one of Tabor's rivals, demanding a specific data file in exchange for her release. When the crew discover that the file contains information about the construction of a secret Ferrous battle fleet, they agree to help in exchange for the file. The only problem is Adrian isn't exactly sure where Tabor hid the data file.
Familiar faces from the past return, causing havoc and forcing the crew to scramble to save their already damaged reputations.
An injured crew member is haunted by the past, unaware of the dangers that are lurking in the present.
While providing safe transport for some allies, the Raza comes under attack from within.
When the Blink Drive self activates during a diagnostic, the Raza and its crew are transported through space and time.
A distress call from the Android's friend Victor leads to answers about Two's past.
One of the Android's newly discovered memories leads the crew to a suspicious Dwarf Star facility on Nova 17.
Ryo takes a hostage to trade for the Blink Drive, but his former crew are not his only opponents.
The crew awakens to find themselves prisoners on the Hyperion-8 Maximum Security Galactic Detention Facility.
Imprisoned in Hyperion-8, the crew must negotiate attempted assassinations, extraditions, and behind-the-scenes machinations as they plot their escape.
The neural link triggers a dangerous glitch and the crew start to turn against each other while hiding out in empty space in an effort to lose the GA.
Three manages to reconnect with his former crew. The Android ends up in some unique company.
The Android goes undercover to try and help the crew track a dangerous, yet familiar, foe.
Desperate for money, the Raza crew follow Nyx's lead on an op, only to discover that their target is a personal one.
Three crew members infiltrate a highly secure facility with the help of their handler.
A Blink Drive test goes awry, propelling the Raza to a parallel reality.
The crew takes a dangerous mission inside Dwarf Star Technologies in a desperate bid to save their ailing leader.
Mayhem on the ship sheds light on some crew members' dark pasts.
The crew races against time to track down and locate a missing Three and Five before the Galactic Authority gets to them first.
Four's loyalty is put to the test when he attempts to reclaim the throne of Ishida.
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 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 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.
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 takes on a job stealing a device from a rival corporation, but another team of mercenaries have the same goal.
The crew plots to reclaim the ship from the mercenaries that are determined to deliver them to the Galactic Authority.
The team's handler sends the crew on another mission to retrieve a scientist being held against his will.
Crew members are targeted, and paranoia mounts as they search for the perpetrator; the person responsible for the mind-wipe makes a move.
Six strangers awake amnesic on a marooned and damaged spacecraft. Quickly however they discover their personal talents and from there struggle to understand who they are and what has happened to them.
The motley crew discover a small mining colony on a planet that happens to be the target of big corporations. Discovering their identities brings each one to question who they really are.