Storm Basin is one of the tighter rescue jobs in Star Wars Zero Company. Six Bespin Civilians are scattered across the map, Coil forces are dug in between them, and the whole thing runs on a six-turn clock. The squad you take in — Anakin Skywalker, Luco Bronc, and Tesh Hawks — is built for a very specific division of labor, and the mission goes badly the moment you forget that.
Quick answer: Park Anakin in the middle as your only damage dealer and send Luco Bronc left and Tesh Hawks right to physically reach each Bespin Civilian. All six have to be freed before the sixth turn ends, so never spend a rescuer’s turn shooting.
Unlocking the Storm Basin mission
Storm Basin does not appear on the Holo Table by default. It comes out of the Critical Operation Back Channels, where you decide whose network to lean on.
| Back Channels option | What it gives you |
|---|---|
| Runa’s Connection | Random Exquisite Utility Item, +1 Capacitor, unlocks the Storm Basin Mission |
| Neesh’s Connection | Random Exquisite Weapon Mod, +2 Contracts, unlocks the Station Mission |
Pick Runa if you want Storm Basin. That route also feeds into the Critical Operation Strange Bedfellows afterward. Choosing Neesh sends you to the Station Mission instead, and Storm Basin does not show up later as a consolation prize.
Note: Tactical Missions sit on Cycle timers and vanish for good if you leave them too long. Once Storm Basin lands on the Holo Table, treat it as work you need to schedule rather than something you can shelve for five Cycles.
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The mission gives each operator a job, and the fastest clears keep those jobs separate. Anakin has both the damage output and the movement range to cover ground that the other two cannot, so he handles the Coil. Luco and Hawks are couriers.
| Operator | Job on Storm Basin |
|---|---|
| Anakin Skywalker | Primary damage. Delete Coil Enforcers and the BX Droid Sniper before they can pin the rescuers. |
| Luco Bronc | Sweeps the left side for civilians; uses Combat Gas III when the fighting reaches him. |
| Tesh Hawks | Sweeps the right side for civilians and holds that flank when reinforcements land. |
Every operator gets three action points a turn. A civilian rescue eats most of a rescuer’s turn once you factor in the movement, so any turn Luco or Hawks spends trading blaster fire is a civilian you probably will not reach in time.
Turn-by-turn route through Storm Basin



Surviving the reinforcement wave
Roughly midway through, Coil reinforcements drop in from both sides of the map. This is not a random spike in difficulty — rescue missions in Zero Company spawn reinforcements in response to your progress, and freeing civilians while too many enemies are still standing brings them in faster.

Because both flanks light up at once, Anakin cannot cover everything. That is the turn to spend Combat Gas III on Luco Bronc, which applies Sharpened Senses and can only be used once per combat. Save it for the wave rather than burning it early on a quiet turn.

Heavy Overwatch play does not help here the way it does on supply-run objectives. Holding position to fish for reaction shots costs you the movement you need, and rescue objectives punish that more than most mission types.
Confirming the rescue succeeded
The objective tracker in the top left counts the Bespin Civilians as you free them. When the last one is secured and the remaining Coil units in the basin are down, the mission resolves and the area is marked clear — you do not need to clean up every enemy on the map unless an objective explicitly says so.
There are only a few reasons this run falls apart:
- The six-turn limit expires with civilians still unrescued, usually because a rescuer spent turns fighting instead of moving.
- Anakin is used as a second rescuer, leaving the Coil Enforcers and the BX Droid Sniper alive long enough to shut down both flanks.
- An operator goes down and you have to burn a turn on Rally. Each knockdown adds an injury, and three injuries kill that operator outright if permadeath is switched on.
If a run goes sideways, the mission can be restarted from the game menu with the same operators, so a failed first attempt costs you the attempt rather than the squad. Back at the Den, check the MedBay before you commit the next Cycle — carrying injuries out of Storm Basin into the following Tactical Mission is how good operators stop being available.






