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* WhatYouAreInTheDark: A dark variant occurs in the Imperial Agent storyline on Taris, when [=SIS=] agent "Chance" firmly states that he disagrees with [[spoiler:Ardun Kothe using the brainwashing command codes on Cipher Nine]] and wants to make up for it. However, when alone and critically wounded in the lower levels of the Dynamet General Hospital, [[spoiler:he uses the command code to coerce the agent into rescuing him, and is in the middle of giving the code to make the agent administer medical treatment to stabilize him when he passes out from the pain. As he never finished giving the code, the choice is left up to the agent: [[PayEvilUntoEvil leave Chance to die from his wounds]], or take the initiative to rescue him in spite of his own abuse of the command code]].

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* WhatYouAreInTheDark: A dark variant occurs in the Imperial Agent storyline on Taris, when [=SIS=] agent "Chance" firmly states that he disagrees with [[spoiler:Ardun Kothe using the brainwashing command codes on Cipher Nine]] and wants to make up for it. However, when alone and critically wounded in the lower levels of the Dynamet General Hospital, [[spoiler:he uses the command code to coerce the agent into rescuing him, and is in the middle of giving the code to make the agent administer medical treatment to stabilize him when he passes out from the pain. As he never finished giving the code, the choice is left up to the agent: [[PayEvilUntoEvil leave Chance to die from his wounds]], or take the initiative to rescue him in spite of his own abuse of the command code]]. However, [[spoiler:if you choose to save him, Chance [[MyGodWhatHaveIDone will feel great regret over having abused a defector's trust]] and sends a message from a Coruscant hospital while undergoing recovery to thank the agent for saving him when they could very well have left him for dead]].
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* WhatYouAreInTheDark: A dark variant occurs in the Imperial Agent storyline on Taris, when [=SIS=] agent "Chance" firmly states that he disagrees with [[spoiler:Ardun Kothe using the brainwashing command codes on Cipher Nine]] and wants to make up for it. However, when alone and critically wounded in the lower levels of the Dynamet General Hospital, [[spoiler:he uses the command code to coerce the agent into rescuing him, and is in the middle of giving the code to make the agent administer medical treatment to stabilize him when he passes out from the pain. As he never finished giving the code, the choice is left up to the agent: [[PayEvilUntoEvil leave Chance to die from his wounds]], or take the initiative to rescue him in spite of his own abuse of the command code]].
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Trope was cut/disambiguated due to cleanup


** For the Republic, the first one for the Smuggler or Trooper is the turncoat ex-pirate lord in Ord Mantell. The Republic officials want you to rescue him from the Separatists for the informations he has, but one of the officers will tell you that he don't deserve to live and that you should go ahead and KickTheSonOfABitch. Once you meet him, you will find that he is such a {{Jerkass}} UngratefulBastard that he tells you that you take too long to rescue him. You will probably have a slightly hard time trying not to push the dark side button.

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** For the Republic, the first one for the Smuggler or Trooper is the turncoat ex-pirate lord in Ord Mantell. The Republic officials want you to rescue him from the Separatists for the informations he has, but one of the officers will tell you that he don't doesn't deserve to live and that you should go ahead and KickTheSonOfABitch.live. Once you meet him, you will find that he is such a {{Jerkass}} UngratefulBastard that he tells you that you take too long to rescue him. You will probably have a slightly hard time trying not to push the dark side button.
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* SurprisinglyRealisticOutcome: In the Bounty Hunter's storyline, [[spoiler:the final target of the Great Hunt is a famous Jedi Master and war hero. After the Great Hunt, you quickly find yourself having to deal with a ''massive'' Republic force determined to either kill or arrest you, because you ''murdered a Jedi Master''.]]
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Trope was cut/disambiguated due to cleanup

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* {{Superboss}}:
** The [[EldritchAbomination Dreadful Entity]] in the Terror from Beyond operation can be only encountered on the 16-man Hard Mode version of it. While it was often regarded as a joke compared to Dreadtooth on ''10 stacks'', which drops the MacGuffin needed to spawn the Entity, after Update 2.0, it can now certainly qualify as ThatOneBoss, especially considering everyone needs to be wearing a [[CoolMask Dread Guard Corrupted Mask]] in order not be hit with a OneHitKill.
** The Hateful Entity in 16-man [[NintendoHard Nightmare Mode]] Scum and Villainy is spawned via yet another MacGuffin dropped from the aforementioned Dreadful Entity. It is so difficult to beat that only a handful of known guilds have done it, with several threads on the official forums swapping strategies and progress towards killing it. It's even drawn comparisons to the [[ThatOneBoss Absolute Virtue]] from ''VideoGame/FinalFantasyXI'' before it was nerfed.
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* SpaceWestern: Smugglers, with their {{Badass Longcoat}}s, cowboy hats, and [[CoolGun revolver-looking blasters]].

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* SpaceWestern: Smugglers, with their {{Badass Longcoat}}s, cowboy hats, and [[CoolGun revolver-looking blasters]].blasters.

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* WeHaveReserves: The standard Imperial response to most problems is to throw people at it until it goes away. And by "people" we mean "conscripts, mercenaries, and slaves". The officers shrug it off; they're just "common soldiers." The Sith don't give a bantha's rear about much else other than themselves and their power games (the [[HumanoidAbomination Emperor]] is an OmnicidalManiac who wants ''everything in the galaxy except himself'' dead), and Empire officials follow the lead of the military and Sith. Couple this with [[TheStarscream conspiring against]] and [[KlingonPromotion killing one's boss]] being the ''preferred'' method of advancement (it's just gauche for a non-Sith to not be sneaky about it), and the Empire does more damage to itself than it does its enemies. Mandatory conscription and [[WeWillUseManualLaborInTheFuture extensive use of slave labor]] are likely the only reasons they managed to get off Dromund Kaas. Their early success is likely due to catching the Republic by surprise thanks to Revan and the Exile having ''no backup plans'' and walking into an obvious trap.

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* WeHaveReserves: The standard Imperial response to most problems is to throw people at it until it goes away. And by "people" we mean "conscripts, mercenaries, and slaves". The officers shrug it off; they're just "common soldiers." The Sith don't give a bantha's rear about much else other than themselves and their power games (the [[HumanoidAbomination Emperor]] is an OmnicidalManiac who wants ''everything in the galaxy except himself'' dead), and Empire officials follow the lead of the military and Sith. Couple this with [[TheStarscream conspiring against]] and [[KlingonPromotion killing one's boss]] being the ''preferred'' method of advancement (it's just gauche for a non-Sith to not be sneaky about it), and the Empire does more damage to itself than it does its enemies. Mandatory conscription and [[WeWillUseManualLaborInTheFuture extensive use of slave labor]] are likely the only reasons they managed to get off Dromund Kaas. Their early success is likely due to catching the Republic by surprise thanks to Revan surprise.
* WeWinBecauseYouDidnt: This is the result at the end of the Republic Story-Arc on Voss if player chooses the Light-Side Final Decision. [[spoiler: The player reveals that the Voss people
and their enemies, the Exile Gormak race, were once one-&-the-same millennia ago before being divided as a result of constant war. The Voss High Council will be shocked by this revelation and have to re-examine their culture, society, relations with the Gormak, and as a result would be unable to side with either the Republic or the Empire]]. The Republic Ambassador, while informing that it was not an ideal result, states to the Republic-Player that he's glad that at least the Voss chose ''not'' to side with the Empire.
** Meanwhile, playing the Empire Story Arc and choosing the Light-Side Final Decision become the [[InvertedTrope inverted case]] of ''"We Lose, Because You Didn't"''. [[spoiler: By choosing reveal this information and
having ''no backup plans'' and walking into an obvious trap.the Voss stay neutral, Sith Ambassador Darth Serevin will be ''furious'' with the Imperial-Player, since it now means they lost the chance of taking control of the planet Voss through diplomatic means, even when it also means the Republic lost its chance of allying with the Voss]].
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* RealityIsUnrealistic: Vanilla game {{Love interest}}s returning for the expansions as bisexual (LS!Jaesa, Nadia, Kira, Scourge, etc) was criticized by some players as unnecessary {{retcon}}s, but the reasons many returning companions give for not being romantically available before (slowly discovering their sexuality, not being aware of their feelings for the PlayerCharacter until it was too late, believing the PlayerCharacter saw them as JustFriends, etc.) feels very true-to-life to the experience of a lot of LGBTQ+ people.

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* RealityIsUnrealistic: Vanilla game {{Love interest}}s returning for the expansions as bisexual (LS!Jaesa, Nadia, Kira, Scourge, etc) or as love interests at all was criticized by some players as unnecessary {{retcon}}s, but the reasons many returning companions give for not being romantically available before (slowly discovering their sexuality, not being aware of their feelings for the PlayerCharacter until it was too late, believing the PlayerCharacter saw them as JustFriends, etc.) feels very true-to-life to the experience of a lot of LGBTQ+ people.
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* TruceTrickery:
** In the backstory, the Sith Empire mounted a massive raid on the Galactic Republic's capital of Coruscant in the midst of peace negotiations between the warring sides in order to improve their hand at the negotiating table.
** At the start of the game proper, the Galactic Republic and the Sith Empire are eleven years into a SpaceColdWar after signing the Treaty of Coruscant, but in fact are fighting intelligence and {{Proxy War}}s all over the galaxy. Several class storylines explain that the Empire is trying to poke the Republic just enough that the Republic declares war on ''them'', so that they can paint the Republic as the aggressors to neutral states. [[GoneHorriblyRight It works a little TOO well]]: the Empire neglected to consider that the Republic was larger, wealthier, more developed, and had spent the last eleven years nursing a massive grudge over the Sack of Coruscant, whereas the Sith had spent that time, well, [[ChronicBackstabbingDisorder being Sith]], meaning they were far less ready for the war than they thought.

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* TimeLimitBoss:
** Stivastin from the Depths of Manaan Flashpoint. The player's got five minutes to defeat the boss before the facility crashes down on them.
** Each boss from Operations and Hard Mode Flashpoints have an enrage timer which means that if players don't kill the boss fast enough, the boss will literally TurnRed and dish out 200% more damage.
** The Xenoanalyst II during the Gree Event has a timer for the fight, if the time limit is exceeded, the boss will start to OneHitKill random players.
* TimeSkip: ''Knights of the Fallen Empire'' takes place five years after ''Shadow of Revan''.
* TimeStandsStill: Time usually freezes when the spirit of Valkorion speaks to The Outlander, that way so Valkorion could have a conversation with The Outlander even in the middle of combat.

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* TimeLimitBoss:
** Stivastin from the Depths of Manaan Flashpoint. The player's got five minutes to defeat the boss before the facility crashes down on them.
** Each boss from Operations and Hard Mode Flashpoints have an enrage timer which means that if players don't kill the boss fast enough, the boss will
AThicketOfSpears: Taken a step further with [[https://starwars.fandom.com/wiki/Lightsaber_pike/Legends lightsaber pikes]], literally TurnRed and dish out 200% more damage.
** The Xenoanalyst II during
a [[EnhancedArchaicWeapon spear shaft ending in a shortened lightsaber blade]]. In cutscenes these are sometimes used in spear-wall formations by Knights of Zakuul, though since the Gree Event has a timer for the fight, if the time limit is exceeded, the boss will start game mechanics revolve around individual combat this doesn't carry over to OneHitKill random players.
* TimeSkip: ''Knights of the Fallen Empire'' takes place five years after ''Shadow of Revan''.
* TimeStandsStill: Time usually freezes when the spirit of Valkorion speaks to The Outlander, that way so Valkorion could have a conversation with The Outlander even in the middle of combat.
gameplay.


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* TimeLimitBoss:
** Stivastin from the Depths of Manaan Flashpoint. The player's got five minutes to defeat the boss before the facility crashes down on them.
** Each boss from Operations and Hard Mode Flashpoints have an enrage timer which means that if players don't kill the boss fast enough, the boss will literally TurnRed and dish out 200% more damage.
** The Xenoanalyst II during the Gree Event has a timer for the fight, if the time limit is exceeded, the boss will start to OneHitKill random players.
* TimeSkip: ''Knights of the Fallen Empire'' takes place five years after ''Shadow of Revan''.
* TimeStandsStill: Time usually freezes when the spirit of Valkorion speaks to The Outlander, that way so Valkorion could have a conversation with The Outlander even in the middle of combat.

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Plot happens, character reactions and too implausible.


** On Quesh, [[spoiler:Major Treeg]] defected to the Empire because he felt that the Republic [[DudeWheresMyRespect wasn't giving him the respect he felt he deserved]]. Unfortunately for [[spoiler:Treeg]], he's an alien trying to join an empire run by [[DrunkOnTheDarkside powerful]] and [[AxCrazy insane]] [[ChronicBackstabbingDisorder backstabbers]] who have a [[FantasticRacism colossal hatred for anything non-human]]. [[SurprisinglyRealisticOutcome You do the math]].

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** On Quesh, [[spoiler:Major Treeg]] defected to the Empire because he felt that the Republic [[DudeWheresMyRespect wasn't giving him the respect he felt he deserved]]. Unfortunately for [[spoiler:Treeg]], he's an alien trying to join an empire run by [[DrunkOnTheDarkside powerful]] and [[AxCrazy insane]] [[ChronicBackstabbingDisorder backstabbers]] who have a [[FantasticRacism colossal hatred for anything non-human]]. [[SurprisinglyRealisticOutcome You do the math]].math.



* SurprisinglyRealisticOutcome:
** The state of the Sith Empire in general after SWTOR classic and before ROTHC. While things seem to look pretty bright after you've finished the Imperial storylines, it turns out that the Empire is on the verge of collapse despite all your best efforts. This is fully justified, though - while all Republic classes contributed to their faction's victory (the Knight killed Councillor Angral and the [[BodySurf Emperor's physical form]]; the Consular killed the Emperor's [[TykeBomb sleeper agents]], the Trooper and the Smuggler killed the Empire's [[BadassNormal most prolific generals]]), the Imperial classes ultimately didn't really help anyone but themselves for the most part (the Warrior and the Inquisitor participate in the usual [[WeAREStrugglingTogether Sith infighting that cost a bunch of Dark Council members their lives]]; the dark-sided Bounty Hunter [[TheKingslayer kills the Supreme Chancellor]] who was about to step down anyway while the light-sided kills a Dark Council member instead; and while a non-defected Imperial Agent may have prevented a worse outcome, the final state of the Empire's intelligence service is [[MindRape worse than it was at the start]]). On top of that, the [[HappyEndingOverride Empire's most noteworthy victories on the core worlds of Balmorra and Corellia are nullified by the Republic's efforts, costing them a few more Darths (and Dark Council members) in the process]]. Essentially, while the Empire may have had the upper hand in the beginning, and if you play a loyal Imperial character you ''do'' accomplish great things for them, them constantly infighting instead of focusing on the Republic still brought them close to the brink.
** The Bounty Hunter [[spoiler:kills a Jedi Master and destroys a Republic war ship to win the Great Hunt. Later on they are attacked by Republic agents, branded a terrorist and named public enemy number one of the Republic.]] It doesn't matter if its NothingPersonal and just business to the Hunter, their actions were naturally going to catch up with them.
** Imperial Agent-related:
*** Cipher Nine's story shows just how terrible an idea it is to let the Sith run a government. Without Intelligence being around to clean up their messes and run damage control in addition to their normal duties, the Empire would have been destroyed by its own rulers' infighting long ago.
*** [[spoiler:Things go south as soon as Intelligence is disbanded. While things weren't going in the Empire's favor already, the lack of an organization to watch for threats both foreign and domestic, as well as be the OnlySaneEmployee, does not help them at all.]]
** Sith Inquisitor-related:
*** The Sith Inquisitor has to [[spoiler:fight Darth Skotia]] on Dromund Kaas, and the only reason [[spoiler:they, a simple apprentice, were able to beat a Darth was because [[{{Cyborg}} Skotia was more machine than man]] and the Inquisitor took advantage of this by using a device that neutralized anything electronic]]. And if the Inquisitor attempts to claim credit (despite Darth Zash insisting they keep it secret, since even Sith really aren't supposed to just straight-up murder other Sith), they are ignored and laughed off, since nobody would ever believe them capable of it.
*** The Sith Inquisitor's [[spoiler:first confrontation with Darth Thanaton could barely be considered a CurbStompBattle. Despite being extremely talented and possessing unique Force abilities, the Inquisitor is still laughably outclassed by a Dark Council member in sheer power and experience and would have died were it not for the Force ghosts bound to them.]]
*** After losing to the Inquisitor, [[spoiler:Darth Thanaton decides TheBattleDidntCount and retreats to ask the Dark Council for help dealing with them. However, he fails to realize that running away to beg for help would mark him as a DirtyCoward too weak to deal with an upstart lord. When the Inquisitor arrives, the Council doesn't lift a finger to help Thanaton, openly mock him for asking, and happily grant the Inquisitor Thanaton's seat once he is dead.]]
** If the Alliance Commander chooses to [[spoiler:spare Arcann and [[HeelFaceTurn allow him a chance at redemption by fighting with the Alliance]] in ''Knights of the Eternal Throne'', it is noted that he has killed a lot of people both as an enforcer to Valkorion and as the previous Emperor, and he's going to have to work really hard to redeem himself in the eyes of everyone else he has wronged. And those who were personally hurt by his actions aren't going to be as forgiving. In "The Nathema Conspiracy" flashpoint, one of the player-action-dependent cultists, Chela Nayss, joined the Order of Zildrog because her homeworld was ravaged by the Eternal Fleet during Arcann's reprisal campaign against the Alliance, and she's very upset that the Alliance Commander didn't punish him]].
** Why does the Sith Empire encounter such ''extreme'' resistance on pretty much every Republic world they conquer? We're never told exactly why, but it's a safe bet that it's directly related to the fact that every example of Imperial governance we see or hear about during the game is oppressive, tyrannical and very quick to start killing civilians over minor infractions. Putting aside the vindictive nature of the Sith, this is a side effect of the Empire's entire civilization being a theocracy, complete with a GodEmperor, that's entire purpose has been to prepare for a cataclysmic war with the Republic and the Jedi: Imperials have no concept of how to fairly rule over anyone, and on the other side Republic citizens who end up losing aren't going to just submit to people like that because they come from a civilization that ''is'' fair.
** As for the game post-KOFE, why does the Outlander, even a dark-side VillainProtagonist who's just as reprehensible as the worst of what the Sith Empire has to offer, manage to succeed where even the Sith Emperor himself failed? Well, for starters the Outlander is not a recluse with cryptic genocidal plans, while the Emperor had long been a mere figurehead who was already in danger of being usurped many times over even before he showed his true colors. The Outlander is far better at demanding loyalty from their companions and teammates simply by virtue of treating them as actual human beings, in contrast to the Emperor who couldn't even meet that low bar and tried to enslave or betray everyone he ever associated with. No matter how unscrupulous and power-hungry they are, Outlander never treats their Alliance as a disposable means to an end, causing them to develop a far healthier culture of camaraderie compared to the toxic power struggles and infighting the Sith Empire was marred with. The Emperor's plans end up being so cataclysmic and genocidal in nature that even a thoroughly villainous and megalomaniacal Outlander seems like a savior in comparison to him, and so the Emperor, despite all his extensive preparation and secrecy, ends up losing everything when the Outlander takes over his Eternal Empire and rules the galaxy with the apparent consent of both the Sith Empire and the Republic. And finally, even when the Outlander meets their downfall thanks to their rule being undone by the Order of Zildrog, they can easily bounce back from it with the support of either the Empire or the Republic, because no matter how treacherous they may be, they could never hope to match the ''colossal'' extent of backstabbing the Emperor indulged in, and so their competence and value as an ally becomes their defining characteristic.
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** It's Creator/BioWare; many of the companion crews are gonna be this. There's a Jawa (who in the original release had the tank role), Killik-Joined diplomat, jingoistic battle droid, a droid with the apporximate attitude of a Reaper... Some crews are merely collections of odd ducks while others are downright wacky. The Republic Trooper largely averts this, since all but one of their team is already a loyal Republic soldier. Add the three bonus companions and most crews starts to look like the Star Wars equivalent of the diverse yet nonthreatening cast of a CW show.

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** It's Creator/BioWare; many of the companion crews are gonna be this. There's a Jawa (who in the original release had the tank role), Killik-Joined diplomat, jingoistic battle droid, a droid with the apporximate approximate attitude of a Reaper... Some crews are merely collections of odd ducks while others are downright wacky. The Republic Trooper largely averts this, since all but one of their team is already a loyal Republic soldier. Add the three bonus companions and most crews starts to look like the Star Wars equivalent of the diverse yet nonthreatening cast of a CW show.



** Oricon. The place is the Star Wars answer to {{Mordor}}, run by a council of insane ([[EvenEvilHasStandards even by their marginal standards]]) ex-Sith. It is covered in rivers of lava, twisted vegetation, nastily deformed beasts, and creepy archetecture.

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** Oricon. The place is the Star Wars answer to {{Mordor}}, run by a council of insane ([[EvenEvilHasStandards even by their marginal standards]]) ex-Sith. It is covered in rivers of lava, twisted vegetation, nastily deformed beasts, and creepy archetecture.architecture.



** The Republic Belsavis storyline has you helping Wardn Graal solve the various problems plaguing the prison. [[spoiler:Almost immediately after the storyline ends and you leave the planet, Graal is murdered by the Dread Masters, who are freed during the Imperial storyline.]]

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** The Republic Belsavis storyline has you helping Wardn Warden Graal solve the various problems plaguing the prison. [[spoiler:Almost immediately after the storyline ends and you leave the planet, Graal is murdered by the Dread Masters, who are freed during the Imperial storyline.]]



** Lord Draagh, Darth Baras' apprentice, who cannot seem to stop boasting about his own superiority.

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** Lord Draagh, Draahg, Darth Baras' apprentice, who cannot seem to stop boasting about his own superiority.



** ''Echoes of Oblivion'' [[spoiler:essentially railroads you into becoming the keystone of Satelle Shan's plot against Tenebrae, regardless of your prior relationship with her and the Jedi order. If you're playing as a Sith or Imperial character, Satelle will even remark how unlikely it is that ''you'' of all people helped her save the world.]]

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** ''Echoes of Oblivion'' [[spoiler:essentially railroads you into becoming the keystone of Satelle Satele Shan's plot against Tenebrae, regardless of your prior relationship with her and the Jedi order. If you're playing as a Sith or Imperial character, Satelle Satele will even remark how unlikely it is that ''you'' of all people helped her save the world.]]



** Why does the Sith Empire encounter such ''extreme'' resistance on pretty much every Republic world they conquer? We're never told exactly why, but it's a safe bet that it's directly related to the fact that every example of Imperial governance we see or hear about during the game is oppressive, tyrannical and very quick to start killing civillians over minor infractions. Putting aside the vindictive nature of the Sith, this is a side effect of the Empire's entire civilization being a theocracy, complete with a GodEmperor, that's entire purpose has been to prepare for a cataclymic war with the Republic and the Jedi: Imperials have no concept of how to fairly rule over anyone, and on the other side Republic citizens who end up losing aren't going to just submit to people like that because they come from a civilization that ''is'' fair.

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** Why does the Sith Empire encounter such ''extreme'' resistance on pretty much every Republic world they conquer? We're never told exactly why, but it's a safe bet that it's directly related to the fact that every example of Imperial governance we see or hear about during the game is oppressive, tyrannical and very quick to start killing civillians civilians over minor infractions. Putting aside the vindictive nature of the Sith, this is a side effect of the Empire's entire civilization being a theocracy, complete with a GodEmperor, that's entire purpose has been to prepare for a cataclymic cataclysmic war with the Republic and the Jedi: Imperials have no concept of how to fairly rule over anyone, and on the other side Republic citizens who end up losing aren't going to just submit to people like that because they come from a civilization that ''is'' fair.



* SwissArmyGun: The commando's guns can fire a variety of different ammunition and are also capable of firing ion blasts and lanuching grenades. The mercenary's guns have traces of this as well. Some of your companions will heal you by firing healing bullets at you.

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* SwissArmyGun: The commando's guns can fire a variety of different ammunition and are also capable of firing ion blasts and lanuching launching grenades. The mercenary's guns have traces of this as well. Some of your companions will heal you by firing healing bullets at you.



** During 'Rakghoul Resurgence' events one of the messages that can be heard on Vaiken Spacedock is that airlock expulsion is an acceptable means of killing those carying the Rakghoul Plague.

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** During 'Rakghoul Resurgence' events one of the messages that can be heard on Vaiken Spacedock is that airlock expulsion is an acceptable means of killing those carying carrying the Rakghoul Plague.



* UngratefulBastard: [[spoiler:At the end of the Sith Warrior's Dromund Kaas arc, if you took the Light Side option during the quest to deal with Lord Grathan, then his son, who you helped to sieze control of his father's estate alongside his mother, will send an assassin after you on the off chance you expose the truth of him having taken his father's place. To the assassin's credit, he ''does'' give you the reward from Grathan's wife for helping her before trying to kill you.]]

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* UngratefulBastard: [[spoiler:At the end of the Sith Warrior's Dromund Kaas arc, if you took the Light Side option during the quest to deal with Lord Grathan, then his son, who you helped to sieze seize control of his father's estate alongside his mother, will send an assassin after you on the off chance you expose the truth of him having taken his father's place. To the assassin's credit, he ''does'' give you the reward from Grathan's wife for helping her before trying to kill you.]]



** The Shroud sees [[spoiler: itself]] as the Outlander's nemesis and has built up a narrative where the Outlander is constantly foiling the Shroud's plans. In reality, the Outlander is not even aware of the Shroud's existance.

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** The Shroud sees [[spoiler: itself]] as the Outlander's nemesis and has built up a narrative where the Outlander is constantly foiling the Shroud's plans. In reality, the Outlander is not even aware of the Shroud's existance.existence.



* VigilanteMilitia: Republic players on Coruscant have to deal with the Justicars who are a '''bad''' example of this trope. An organization of ex-military personnel who came home after the first war with the Sith Empire to find their homes overrun by violent gangs like Black Sun. They banded together to reclaim the streets on Coruscant's lower levels. At first Coruscant's police were happy to have them around, but then the Justicars began fighting them as well, apparently deciding the government was just as guilty. They have the manpower and firepower to seize control of an entire sector on the lower level, where they impose martial law and arrest, or just execute anyone who breaks their rules, no matter the circumstances. Worse, it's revealed that [[spoiler: they are secretly supported by the Sith Empire]]. Still, they are better then their main enemies, the AlwaysChaoticEvil Black Sun criminal organization.
* VillainWithGoodPublicity: Those of the republic who follow the path of the dark side will continue to be considered heroes by the republic, despite all the horrible acts they did.

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* VigilanteMilitia: Republic players on Coruscant have to deal with the Justicars who are a '''bad''' example of this trope. An organization of ex-military personnel who came home after the first war with the Sith Empire to find their homes overrun by violent gangs like Black Sun. They banded together to reclaim the streets on Coruscant's lower levels. At first Coruscant's police were happy to have them around, but then the Justicars began fighting them as well, apparently deciding the government was just as guilty. They have the manpower and firepower to seize control of an entire sector on the lower level, where they impose martial law and arrest, or just execute anyone who breaks their rules, no matter the circumstances. Worse, it's revealed that [[spoiler: they are secretly supported by the Sith Empire]]. Still, they are better then than their main enemies, the AlwaysChaoticEvil Black Sun criminal organization.
* VillainWithGoodPublicity: Those of the republic Republic who follow the path of the dark side will continue to be considered heroes by the republic, Republic, despite all the horrible acts they did.



** The Sith Warrior gets a Wham Episode in chapter 3 of their storyline, the chapter in which [[spoiler:Darth Baras betrays them through Lord Draagh by attempting to have them killed in an explosion on Quesh, which sets off the chain of events that leads to the Sith Warrior facing Darth Baras down at the end of the story.]]

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** The Sith Warrior gets a Wham Episode in chapter 3 of their storyline, the chapter in which [[spoiler:Darth Baras betrays them through Lord Draagh Draahg by attempting to have them killed in an explosion on Quesh, which sets off the chain of events that leads to the Sith Warrior facing Darth Baras down at the end of the story.]]
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* SchrodingersPlayerCharacter: This was often averted in the vanilla game, as the other class and faction questlines were, in many cases, implied to have happened regardless of what your PlayerCharacter is like. For instance, Taris is rebuilt in the Republic campaign, and torn apart in the Imperial campaign, and Corellia is conquered in the Imperial campaign, and liberated in the Republic campaign. However, there are certain planetary story arcs such as the one on Tattoine where the Republic and Imperial variants couldn't possibly coexist. Furthermore, this does start getting played straight from ''Shadow of Revan'' onwards, as the {{PlayerCharacter}}'s influence grows to such an extent that it couldn't possibly be counteracted by other classes or factions.

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* SchrodingersPlayerCharacter: This was often averted in the vanilla game, as the other class and faction questlines were, in many cases, implied to have happened regardless of what your PlayerCharacter is like. For instance, Taris is rebuilt in the Republic campaign, and torn apart in the Imperial campaign, and Corellia is conquered in the Imperial campaign, and liberated in the Republic campaign.campaign, and you need to complete both the Sith Warrior and Jedi Knight class storylines to fully understand what the Sith Emperor is up to in the vanilla game. However, there are certain planetary story arcs such as the one on Tattoine where the Republic and Imperial variants couldn't possibly coexist. Furthermore, this does start getting played straight from ''Shadow of Revan'' onwards, as the {{PlayerCharacter}}'s influence grows to such an extent that it couldn't possibly be counteracted by other classes or factions.
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* SchrodingersPlayerCharacter: This was often averted in the vanilla game, as the other class and faction questlines were, in many cases, implied to have happened regardless of what your PlayerCharacter is like. For instance, Taris is rebuilt in the Republic campaign, and torn apart in the Imperial campaign, and Corellia is conquered in the Imperial campaign, and liberated in the Republic campaign. However, there are certain planetary story arcs such as the one on Tattoine where the Republic and Imperial variants couldn't possibly coexist. Furthermore, this does start getting played straight from ''Shadow of Revan'' onwards, as the {{PlayerCharacter}}'s influence grows to such an extent that it couldn't possibly be counteracted by other classes or factions.
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** ''The Nathama Conspiracy'' destroys the Machine Gods, the Gravestone, and the Eternal Fleet, thus nullifying Iokath and Zakuul's military advantages and bringing the focus back to the Republic vs Empire conflict. The Alliance the Outlander built up does remain intact, however, and maintains its independence regardless of what faction you support.

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** ''The Nathama Conspiracy'' destroys the Machine Gods, the Gravestone, and the Eternal Fleet, thus nullifying Iokath and Zakuul's military advantages and bringing the focus back to the Republic vs Empire conflict. The Alliance the Outlander built up does remain intact, however, and maintains can maintain its independence regardless of what faction you support.
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** On Hoth, the Imperial player encounters a base being run by a in-over-his-head human officer and a highly competent Chiss attache after most of the senior officers were killed in an ambush. The Chiss is ''very'' helpful cleaning up the mess in a Thrawn-expy sort of way, while the human creates extra work for you and proves unfit to command; Dark Side Sith players have no doubt executed him in their head by the end. The local Moff lets you pick who to promote to CO and the human has nothing backing his choice other than flat-out racism. Notably, ''more'' racism than the Moff himself holds...
*** And even more than the human officer that you're promoting. If you pick the Chiss, he contacts you afterwards and informs you that the human, while disappointed over the loss of his promotion is supporting him loyally. This is a general theme for Hoth, where most imperial officers seem to deal reasonably well with their Chiss allies.

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** On Hoth, the Imperial player encounters a base being run by a in-over-his-head human officer and a highly competent Chiss attache after most of the senior officers were killed in an ambush. The Chiss is ''very'' helpful cleaning up the mess in a Thrawn-expy sort of way, while the human creates extra work for you is far more shortsighted and proves unfit to command; Dark Side Sith players have no doubt executed bloodthirsty, making him in their head by the end. clearly inferior leader. The local Moff lets you pick who to promote to CO and the human has nothing backing his choice other than either ''you'' being just as shortsighted and bloodthirsty as him, or just flat-out racism. Notably, ''more'' racism choosing the dark side option of promoting him makes you less of a pragmatist than the Moff himself holds...
*** And
himself...and even more less than the human officer that you're promoting. If you pick the Chiss, he contacts you afterwards and informs you that the human, while disappointed over the loss of his promotion is supporting him loyally. This is a general theme for Hoth, where most imperial officers seem to deal reasonably well with their Chiss allies.allies.
** On Ilum, an alien warrior clan has hijacked the mines the Imperials want to control. The Moff headlining the operation is a clear-cut xenophobe who just wants to kill them all, while Darth Malgus strongly encourages you to follow their rituals and make a deal with them, rightly pointing out they'd be formidable allies. If you take the dark side option of killing off the clan, you can at least cite the pragmatic reason that warlike mercenaries are not worth trusting...''or'' you can pick one of the other dialogue options that either confirms that you share the Moff's xenophobia, [[AxCrazy or that you'd just rather kill people]]. Killing off the aliens also makes ''you'' part of the problem that Darth Malgus wants to purge from the galaxy when he plunges the Empire into civil war shortly thereafter, as he directly condemns the petty bloodlust and xenophobia that's been holding the Empire back all this time.
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* WhatTheHellPlayer: A number of the Dark Side choices on the Imperial side seem to exist purely as a test if you personally are a sociopath. Three "highlights" from the mid-game:

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* WhatTheHellPlayer: A number of the Dark Side choices on the Imperial side seem to exist purely as a test if you personally are enjoy roleplaying as a sociopath. Three "highlights" from the mid-game:

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Changed: 166

Removed: 322

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* RadarIsUseless: In the ''Knights of the Fallen Empire'' expansion, the PlayerCharacter, despite being wanted for the murder of Emperor Valkorion, is able to repeatedly infiltrate the Eternal Empire's capital planet Zakuul by shuttle with little more reaction than [[ScrappyMechanic unskippable random Skytrooper raids]].



* RadarIsUseless: In the ''Knights of the Fallen Empire'' expansion, the PlayerCharacter, despite being wanted for the murder of Emperor Valkorion, is able to repeatedly infiltrate the Eternal Empire's capital planet Zakuul by shuttle with little more reaction than [[ScrappyMechanic unskippable random Skytrooper raids]].



* RankScalesWithAsskicking: Mobs with a high rank are usually classified as [[EliteMook strong]] or even [[MiniBoss elite.]] This qualifies even with units one would not expect to be strong, such as a Chief Medical Officer.



* RedemptionEqualsDeath: In the Trooper storyline, this is a potential fate for [[spoiler:Fuse]].
** Also the ex-slaver Shafu from T7's backstory.

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* RedemptionEqualsDeath: %%* RedemptionEqualsDeath:
%%**
In the Trooper storyline, this is a potential fate for [[spoiler:Fuse]].
** Also the %%** The ex-slaver Shafu from T7's backstory.
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** As for the game post-KOFE, why does the Outlander, even a dark-side VillainProtagonist who's just as reprehensible as the worst of what the Sith Empire has to offer, manage to succeed where even the Sith Emperor himself failed? Well, for starters the Outlander is not a recluse with cryptic genocidal plans, while the Emperor had long been a mere figurehead who was already in danger of being usurped many times over even before he showed his true colors. The Outlander is far better at demanding loyalty from their companions and teammates simply by virtue of treating them as actual human beings, in contrast to the Emperor who couldn't even meet that low bar and tried to enslave or betray everyone he ever associated with. No matter how unscrupulous and power-hungry they are, Outlander never treats their Alliance as a disposable means to an end, causing them to develop a far healthier culture of camaraderie compared to the toxic power struggles and infighting the Sith Empire was marred with. The Emperor's plans end up being so cataclysmic and genocidal in nature that even a thoroughly villainous and megalomaniacal Outlander seems like a savior in comparison to him, and so the Emperor, despite all his extensive preparation and secrecy, ends up losing everything when the Outlander takes over his Eternal Empire and rules the galaxy with the apparent consent of both the Sith Empire and the Republic. And finally, even when the Outlander themselves meet their downfall thanks to their rule being undone by the Order of Zildrog, they can easily bounce back from it with the support of either the Empire or the Republic, because no matter how treacherous they may be, they could never hope to match the ''colossal'' extent of backstabbing the Emperor indulged in, and so their competence and value as an ally becomes their defining characteristic.

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** As for the game post-KOFE, why does the Outlander, even a dark-side VillainProtagonist who's just as reprehensible as the worst of what the Sith Empire has to offer, manage to succeed where even the Sith Emperor himself failed? Well, for starters the Outlander is not a recluse with cryptic genocidal plans, while the Emperor had long been a mere figurehead who was already in danger of being usurped many times over even before he showed his true colors. The Outlander is far better at demanding loyalty from their companions and teammates simply by virtue of treating them as actual human beings, in contrast to the Emperor who couldn't even meet that low bar and tried to enslave or betray everyone he ever associated with. No matter how unscrupulous and power-hungry they are, Outlander never treats their Alliance as a disposable means to an end, causing them to develop a far healthier culture of camaraderie compared to the toxic power struggles and infighting the Sith Empire was marred with. The Emperor's plans end up being so cataclysmic and genocidal in nature that even a thoroughly villainous and megalomaniacal Outlander seems like a savior in comparison to him, and so the Emperor, despite all his extensive preparation and secrecy, ends up losing everything when the Outlander takes over his Eternal Empire and rules the galaxy with the apparent consent of both the Sith Empire and the Republic. And finally, even when the Outlander themselves meet meets their downfall thanks to their rule being undone by the Order of Zildrog, they can easily bounce back from it with the support of either the Empire or the Republic, because no matter how treacherous they may be, they could never hope to match the ''colossal'' extent of backstabbing the Emperor indulged in, and so their competence and value as an ally becomes their defining characteristic.
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** As for the game post-KOFE, why does the Outlander, even a dark-side VillainProtagonist who's just as reprehensible as the worst of what the Sith Empire has to offer, manage to succeed where even the Sith Emperor himself failed? Well, for starters the Outlander is not a recluse with cryptic genocidal plans, while the Emperor had long been a mere figurehead who was already in danger of being usurped many times over even before he showed his true colors. The Outlander is far better at demanding loyalty from their companions and teammates simply by virtue of treating them as actual human beings, in contrast to the Emperor who couldn't even meet that low bar and tried to enslave or betray everyone he ever associated with. No matter how unscrupulous and power-hungry they are, Outlander never treats their Alliance as a disposable means to an end, causing them to develop a far healthier culture of camaraderie compared to the toxic power struggles and infighting the Sith Empire was marred with. The Emperor's plans end up being so cataclysmic and genocidal in nature that even a thoroughly villainous and megalomaniacal Outlander seems like a savior in comparison to him, and so the Emperor, despite all his extensive preparation and secrecy, ends up losing everything when the Outlander takes over his Eternal Empire and rules the galaxy with the apparent consent of both the Sith Empire and the Republic. And finally, even when the Outlander themselves meet their downfall thanks to their rule being undone by the Order of Zildrog, they can easily bounce back from it with the support of either the Empire or the Republic, because no matter how treacherous they may be, they could never hope to match the ''colossal'' extent of backstabbing the Emperor indulged in, and so their competence and value as an ally becomes their defining characteristic.

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