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Sabotage is suspected and the onboard paranoia surges when the ship mysteriously veers off course. To bring the systems back online, a perilous spacewalk is required; at the same time, Five makes a shocking discovery.
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 death.
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.