Killjoys follows a fun-loving, hard living trio of interplanetary bounty hunters sworn to remain impartial as they chase deadly warrants throughout the Quad, a distant system on the brink of a bloody, multiplanetary class war.
After failing to rescue D'avin from Arkyn, Dutch and Johnny head to Eulogy, an outlaw-only barter town, in the hopes of stealing a mysterious, high tech shield from the infamous Connaver gang.
With D'avin back on the team, the Killjoys return to the ruins of Old Town to hunt eight escaped convicts but soon discover their most dangerous nemesis is the company fixer who issued the warrant.
As part of their secret investigation of The RAC, the Killjoys accept a ghost warrant to rescue three missing Killjoys lost in the heart of the Badlands. The mission leads them deep underground into an abandoned mine, where the bounty hunters become the hunted.
A simple escort mission takes a frightening turn when the Killjoys discover students have mysteriously disappeared from a school for gifted Westerley children.
Johnny escorts Pawter home for a chilly family reunion while D'avin experiences surprising side effects from Khlyen's Red 17 experiments.
Dutch's search for the mysterious green plasma puts the team at the mercy of an eccentric galactic collector.
Tensions rise and the entire team is tested when Dutch captures and interrogates a lethal Level Six agent, while Johnny secretly investigates Jelco's wall for Pawter.
Clues from Khlyen's Red 17 transmission lead Dutch, D'avin, and Alvis to an old research facility on Arkyn while Johnny and Pawter try to rally outside support in the impending war for Westerley.
Dutch and Johnny are at odds when Pawter's plans to free Old Town from Jelco's control results in Dutch being seized by an angry mob.
A hostage exchange with a vengeful warlord turns deadly when the Killjoys find themselves stranded in ‘Sugar Point’ – a restricted, bombed-out city on Westerley overrun with dangerous gangs and scavengers.
Dutch and John look for a missing migrant worker on Leith.
The Killjoys protect a group of Surrogates under siege in a badlands fortress.
When something takes control of a ship, the Killjoys must confront their own dark secrets.
A toxic rain storm forces John and Pawter to take shelter with criminals; Dutch and D'avin are trapped on Lucy.
Dutch and John turn the tables on Khlyen, and discover the shocking truth behind his presence; Dutch wonders if she was ever free.
Tensions boil over when the Company arrests a friend; peace in the Quad hangs in the balance; the Killjoys must choose a side.
Top Killjoys are pitted against each other in a race to find a rogue Killjoy; Khlyen uses Dutch.
The quest to uncover the mystery behind D'avin's missing memories.
Dutch and John are in a race against time, and a competing Killjoy, to save D'avin's life and clear their names.
Trapped in the mysterious and mind-bending greenspace and on the run from the deadly Lady, Aneela, and her father Khlyen struggle to stay one step ahead of the Lady, while keeping a wounded Dutch alive with a story that he promises will save her life: the tale of Dutch and Johnny’s first mission in the Quad. He tells the story of the time when, down to their last few Joy, Dutch and John accepted a simple cargo transportation gig to the armpit of the galaxy and how this led to them facing off with a deadly assassin.
With criminals chasing an injured Johnny, D’av and Delle Seyah take drastic measures to save him.
Chased by a murderous posse, the new John tries to manipulate D’avin into helping him find a green plasma pool, while the abandoned Delle Seyah matches wits with the prison planet’s warden and the RAC’s rescue team’s efforts hit a deadly roadblock when a steadfast ally seemingly turns on them.
Delle Seyah’s impossibly complicated delivery, John on the brink of madness, Dutch, staggered after being trapped in another dimension. Things are not exactly quiet on the good ship Lucy. Nor are they back in the Quad where our Killjoys are learning what comes of turning your back on sleeping Hullen.
With D’av’s newborn son’s life on the line, the trio take desperate measures to save him.
Team Awesome Force faces off with a relentless, deadly assassin whose arrival is triggered by their examination of the memory Khlyen altered in Dutch’s mind. While Pree searches for his missing husband on Westerley, Zeph struggles to save Pip from an unexpected medical complication.
With D’avin having left, Dutch and John are left to follow the hidden pulsar in Khlyen’s mysterious story that leads them to discover an unexpected past – including the origins of the assassin.
In what has to be the worst family reunion, D’av, John, their father Marris and Jaq find themselves pinned by a silica storm in the family bunker as they fight off Hullen operatives hell bent on capturing Jaq for The Lady. Dutch risks her life in order to uncover the secrets of the spore.
Team Awesome Force sneaks onto the RAC to rescue Westerly’s stolen children. Zeph and Pip grow closer.
Dutch braces herself for a final confrontation in greenspace in an attempt to stop The Lady from breaking through into the Quad and the rest of the universe. Back in the Quad and buried in her work, Zeph makes a horrifying discovery of a threat to all of Westerley.
Dutch realizes The Lady has put Westerley under a collective delusion and in a world without memory, nothing is what it seems.
Awake from the memory matrix, Dutch is determined to wake her friends and stop the Lady, before it’s too late.
After escaping The Lady’s clutches and reuniting with Lucy, the Killjoy trio start to wonder if there is a traitor amongst them.
The Killjoy trio must figure out a way to breakout from an inescapable maximum security prison.
Dutch enters the deadly Supermax prison and fights her way to the top as she seeks a chance to take over the entire ship.
Dutch’s prison takeover is thwarted by an unexpected hostage situation, leaving her, D’avin and John scrambling for a new plan.
The team goes undercover on a Leithian military base to help find The Lady’s true body.
Dutch and Zeph embark on a sisterly road trip to a dangerous cult on Leith to find the key to The Lady’s destruction.
The Lady’s terraforming plans are becoming a reality, as the Killjoy trio scramble to find a way to defeat her.
Dutch and D’avin, with the help of an obnoxious black market dealer, are on the hunt for a weapon that will draw out the Hullen, and Johnny receives an SOS from Clara, leading him into the underground world of Hackmods.
Turin insists Dutch and D’avin take a few of the RAC’s best brains for a test drive mission, in search for a temporary replacement for Johnny. The rookies soon find themselves in over their heads, trapped in an abandoned black site bent on killing them all. Across the J, Johnny finds himself in hot water of his own as his search for Clara leads him to a mysterious skin rejuvenation center, hiding an even bigger mystery under its surface.
The Killjoys trace the last coordinates of a Black Root ship to a radiation scorched planet, finding an abandoned Hullen training camp, creepy inhabitants and a surprising connection to their past.
An ambush sends Dutch and Johnny running to Pree's warlord past for help, as D'avin tries to get to the bottom of a Black Warrant that hits unexpectedly close to home.
The Killjoy rebels take drastic measures to clean house: a secret ops attack against their own Rack. But thanks to Aneela's schemes and a mole among them, not everyone will make it out alive.
As John faces off with someone from his past, Dutch faces her own personal hell: trapped in a space elevator with a bunch of pompous Qreshis who start mysteriously dying around her one by one.
Desperate for an advantage, Dutch goes AWOL and risks a dangerous procedure that connects her to Aneela's memories, finally giving her shocking answers to Aneela's true origins - and her own.
As the Killjoys plan a dangerous theft on an armored convoy, Aneela finds herself on a desperate search for something far more valuable that was stolen from her: Delle Seyah.
John must confront his nemesis face to face when Delle Seyah suddenly arrives to set terms of war via parley. As D'av and Dutch plan a counterattack, Alvis tries to ready everyone for war in a more personal way through the ritual of Reckoning.