Each of the cinematic trailers showcases a Moment Of Awesome for one of the factions.
Some of Gnost Daral's videos tell you of others during the war. For instance: Master Allusis and his badly outnumbered army (numbering about 4,000 including several dozen Jedi) caused a Sith army numbering about 50,000 a Pyrrhic Victory to take the world, fighting to the last man. There's also Hylo Visz leading a fleet of other smuggler ships against a Mandalorian battle fleet and winning with help from Republic reinforcements.
Nearly everything Darth Malgus does in the "Deceived" trailer is one big Moment of Awesome. He takes out seven Temple guards in no time flat, doesn't even flinch while the shuttle crashes behind him, gives a terrifying Kubrick Stare after the Sith Warriors reveal themselves, carves up, strangles, and electrocutes every Jedi he can reach with only Ven Zallow coming close to defeating him (which is an MOA for Zallow), and pulls off an Unflinching Walk away from the burning Jedi Temple and the carnage he himself incited, raising his hood as he goes.
The "Hope" Trailer. When Satele Shan ignited her lightsaber... then ignited its second blade.
He's not even the first one to do it. Right after the Sith warriors first appear with their sabers ignited, an unnamed trooper immediately floors one with a hip throw.
Satele pulling a Bare-Handed Blade Block against a lightsaber via the Force, then blasting Darth Malgus through a mountain.
Malgus takes a lot of shit in this trailer including an explosive round to the body, a thermal detonator going off next to his head, being thrown against a mountain, then having said mountain brought down on top of him - still doesn't stop him kicking ass later on in the war
The "Return" trailer has one for each main character.
Jace firing at Darth Vindican with his rocket launcher.
The entire Jedi/Sith fight. Especially the part where Malgus was about to cut Satele down. Master Darach throws his own lightsaber to deflect Malgus' and save her, gambling that Vindican, who was between them, would duck instead of blocking it.
And, within that fight, Darach Dual Wielding both his own lightaber and Satele's double-bladed lightsaber as he makes his Last Stand. He even manages to fatally wound Vindican and almost won the fight had Malgus not grabbed his downed master's lightsaber for some Dual Wielding of his own.
Malgus almost seems to be held back by having to fight with Vindican - he handily defeats Satele in the opening moments of the fight and would have killed her if not for Darach. Compared to having to work in tandem with his master against Darach, which almost gets him killed. However the moment Malgus goes against Darach alone he demolishes him in seconds
Malgus: They've escaped, Master. You failed. Vindican: No, Malgus. This... is only the beginning! Malgus: Yes, after a thousand years, Korriban is ours again. Welcome home! (kills Vindican)
Republic-side, the Maelstrom Prison Flashpoint is fairly epic, for a number of reasons - not only do you save Revan from his And I Must Scream fate, but the final boss is Grand Moff Kilran himself, who has been a looming threat ever since the very first Flashpoint. Finally killing him in battle is suitably impressive.
The Imperial-side counterpart to that, The Foundry, is also epic. It starts off decent enough, with you fighting into the foundry and speaking to its mysterious administrator. Then you hear a very familiar voice over the intercom, speaking in a very familiar way... and by the time you realize WHO it is, you're fighting HK-47 himself. But that's not the best part. After a rough battle where HK shows why he's a great assassin droid (using a sniper rifle to take out huge chunks of health) you fight your way to the final boss of the flashpoint... Revan himself. And the battle is EPIC, complete with Revan leaping about with a violet lightsaber at everyone, calling lightning down, becoming "More powerful than you can possibly imagine" through channeling the Force, and when near death, raining massive chunks of rock down on the party that can take out a quarter of a party member's health in a single hit, if you don't avoid it. And when he's finally defeated, he makes a sad comment to his dead former apprentice, and disappears in an explosion of light. A worthy final battle, to one of the most powerful and influential Force-Users in the history of the Star Wars Galaxy.
On Imperial Belsavis, the planet's mission series revolves around freeing the Dread Masters, six extremely powerful Sith who serve the Emperor directly. When you release them, they kill an Esh-ka without laying a finger on him, through their battle meditation. Dread Master Raptus then boasts that nothing can contain them, to which you can point out that they were just contained. The Masters turn their Agony Beam of fear on you, bringing you to your knees, as Raptus commands you to respect them. However, if you're a Sith Warrior or Inquisitor, you have the dialogue option "I bow to no one", which makes your character overcome their collective power to stand up and declare, "You cannot scare me." This is apparently a first for the Dread Masters; they don't bother you further, and Raptus admits that you're strong. You didn't just defy a supreme Sith Lord and live - you defied all six of the Emperor's chosen Sith, lived, and freaked them out a bit.
The entire Republic Corellian campaign, across all four classes, which ends with the Empire thrown back from the Core Worlds, having lost seemingly half the Dark Council and 10% of its entire military strength. Talk about Awakening the Sleeping Giant.
Jedi Knight Storyline
The forging of your first lightsaber. After questing through Tython and defeating your Master's treacherous former Padawan, you get a cool cutscene of your lightsaber being put together piece by piece accompanied by music from Return of the Jedi. It's a pretty awesome payoff. (For those who know where in the film that piece comes from, it's a little jarring in the scenic dissonance, but the music itself is still pretty badass.)
On Nar Shaddaa, killing the monstrous Lord Sadic. Especially if you convince Agent Galen to help you.
Kira breaking the Emperor's hold and expelling him from her mind.
Kira: The Dark Side won't control my life anymore! I AM A JEDI!
Kira's Moment of Awesome is even more so if you played through the Consular's story. Kira managed a feat that not even a senior Jedi Council member was able to accomplish: kick "daddy" Emperor to the curb for good.
The final duel on Alderaan involves fighting an invisible opponent by smell as a superweapon in orbit randomly opens fire down on you.
The Dark Side choice after the final boss battle. Rather than spare the Emperor, you telekinetically pummel him and crush him with a stone pillar - all while the main theme of the game is playing in the background. Sure, it was just his avatar, but it shows that Evil Is Cool can apply to a Jedi as well.
Jedi Consular Storyline
The light side ending to planet Alderaan's Act 1 quest. It takes one speech from the Jedi Consular to make all the factions stop bickering and attempt to work towards peace. The dark side ending is equally awesome; the Jedi Consular is appointed a "lord of Alderaan" as a reward for stripping House Teral's rival House Ulgo of its title.
Storming Vivicar's ship at the end of Act 1, just you and your companion. Then, when you defeat Vivicar, you can use your Shielding Technique to free Parkanas of Terrak's hold.
Creating your lightsaber at the Forge on Tython.
Qyzen seeing your prowess in battle against the man who managed to get the drop on him, and him being so awed by this that he believes you're an avatar (Herald) of his goddess, The Scorekeeper. You just made your first lightsaber, and haven't even graduated from Padawan. You're a small, squishy human (or humanoid). And he's old friends with your master. You managed to impress him more than your own master has.
Qyzen Fess gets one at the end of his companion quest. After triumphing over a corrupt Clan-Leader-to-be named Veneb, he's appointed the leader of Veneb's former clan.
Zenith gets one in his companion quest, either through Light Side or Dark Side methods. He triumphs over corrupt political rivals and wins the election.
At the end of Act 1, being appointed the Barsen'thor, or "Warden of the Order," after having single-handedly saved all the Jedi Masters' asses. The Padawan has come quite a way.
In addition, what the Consular has done was considered epic enough that he was allowed to create a holocron of himself describing what happened in the Jedi Archives, capping off Act 1.
Defeating the First Son on Corellia, then urging Syo to take control of his body. The boss fight is a bastard, but adding to the awesome is the choice of music: a slightly altered Battle of the Heroes from Episode III.
Nadia gets a Moment Of Awesome when she writes a message to you (if you choose to romance her) that, while it isn't quite as awesome as Jolee Bindo's famous speech from Knights of the Old Republic on the same subject, comes damn close.
I've been meditating on something. If we marry and start a family—yes, I know things are hectic right now, and there's a lot of decisions to be made, but if we ever do—I wouldn't want to keep it a secret. Almost everything I've studied about the "perils of love" seems to be written by Jedi who've never experienced it themselves. They talk about "uncontrolled passion" and the "fear of loss" like they're poison. But these Jedi never discuss devotion, patience, and compassion. Love's taught me more about those than the rest of my training combined. Those Jedi just dismiss love as "obsession," when love's the opposite and they don't seem to know it. If the Masters are going to claim that emotional attachment is flat-out wrong, I want to know that they've experienced it, and still think that way. Love can make a Jedi less selfish, more humble and more devoted. We're the proof. I wouldn't want to hide that from anyone.—Nadia
Really, chapters 2 and 3 are one long CMOA for the Consular, where everything slots neatly into place for the endgame. You start off by killing Darth Lachris on Balmorra, and setting up a free Balmorran government. So now you have the galaxy's largest droid and munitions factories on your side. Through your actions, you get the Rift Alliance to trust your judgement enough to fight the Empire, even if they're still ambivalent about the Republic. Then you manage little things like picking up a Voss Mystic (who would normally never leave Voss, and whose people refuse point-blank to get involved in the Republic/Empire conflict) and his entourage and... oh yeah... there's the Esh-Kha fleet following your ship around. A faction of the species that was so violently genocidal that the Rakata were terrified of them will fight for you. By the time the endgame rolls around and you head to Corellia with your allies in tow, it's not unjustified to feel pretty damn good about yourself.
For that matter, the attack on the Javelin. The Rift Alliance fleet charges in with the whole shebang - Balmorran militia, Voss commandos, Esh-Kha Warriors. Your companion characters are put in charge of entire strike teams. Too bad the whole thing turns out to be a trap, but if you had Tharan black out their communications, your troops still make their getaway and the Imperial trap ends up taking out most of their fleet instead.
Right off the bat, Master Yuon mentioning that the Consular was stronger in the Force at four years old than she was at fifteen.
In several cutscenes, a foe will charge at the Consular, only to be blasted halfway across the room with the Force. And only then does the Consular pull out and ignite their Lightsaber.
One for a companion character. Felix Iresso's Establishing Character Moment; he tries to calm down a bunch of jumpy subordinates when one of them pulls a blaster and tries to start a mutiny. Felix calmly snatches the blaster, decks the kid, tells the guy how not to leave himself open like that next time, and talks down the rest of the squad. And then he assigns the would-be mutineer the job of chipping ice off all the communication dishes for a week.
The trooper storyline is full of daring rescues, fortification assaults and special OPS missions. The awesomeness starts from the prologue, when you alone invade the separatists' base, find out that Havoc Squad have gone rogue and survive a full room of Imperials that are trying to kill you, and since unlike the Smuggler you don't have a companion at this point, it's actually a very tough fight without there being a single elite in sight.
Fighting Gearbox on Alderaan. He is riding a walker with missile launchers, and you have to destroy it to win.
The assault on the Justice, an Imperial warship in the end of Chapter 1. You and your companion infiltrate the base pretending to be an Imperial, then you go around sabotaging the entire ship. After this, you have to fight your way to the bridge, then to engage Harron Tavus himself. The battle ends with him surrendering, republic forces coming to secure the ship, and General Garza own congratulations for a well done mission. It's hard not to feel like a real badass in this game.
Destroying the Gauntlet in the end of Chapter 2. First of all, it truly feels like a Special Operation, you divide your team and two of them make their way to the bridge, while you and Sergeant Yunn go around slicing computers so to access the core of the ship. Then, you and Tanno Vik advance through the dreadnought, putting bombs in the right places. Finishing it up, you fight an Elite Imperial Commando with a big Gatling gun. When you get out, the combination of the music, the explosion and the epicness makes you feel like Luke Skywalker right after the destruction of the Death Star.
The first mission of the third chapter. Basically, you invade a space station full of head of states of the Republic that was taken hostage by the Imperials. You feel like a hero after the daring rescue.
The LAST mission of the third chapter, in which you take command of your own squad and two other squads of specialists (One of whom you had saved in a previous mission) to storm the Bastion, a heavily-fortified fortress taken over by an Imperial General. Fighting through your route while hearing the others fight their way through, only to make it in, take down the General in a tough fight, and escape on a transport ship while Imperial bombers frantically try to stop ANYONE from escaping... is simply glorious.
Your companion Elara gets one when you are on Tatooine. At one point, you will have the option to let a wounded Imperial technician leave, or execute him in cold blood on the spot. If you chose the latter, neither Jorgan nor Forex will object. Elara on the other hand? She will attempt to stop you by firmly reminds you of rules of engagement and proper conduct of war. And if you continue to ignore or berate her, she WILL stand up to you, almost to the point of shouting (as a recently transferred sergeant to a lieutenant no less!). It really shows that behind the calm, professional, and regulation obsessed persona, she is a person who holds firm moral convictions and takes her principles seriously, to the point that she isn't afraid to put her entire career and even her life at risk.
The entire premise for the smuggler is made of CMOA. You are nothing but a normal person living in a universe that is full of people with superpowers that allow them to shot lighting out of their fingers or throw pieces of the ground at you with telekinetic powers, but you are still able to hold your ground against them. While other non-force users classes such as the Republic Troopers and Imperial Agents are also Badass Normal, they all have special training, equipment, and the backing of one of the two superpowers to help them level the playing field. For the smuggler however, you are a civilian that have nothing but your only skills, determination, wits, and luck, yet you are not only able to take on Jedi, Sith, and elite special forces in a fight, but actually WIN!
By the time you've finished Act 3, and thus the Smuggler storyline (so far), you will have united a huge portion of the criminal underworld under your banner, giving you your own private fleet/army/empire. In addition, if you're playing a Light Side Smuggler, you actually get awarded by the Supreme Chancellor with the Senatorial Medal of Service (the highest award the Republic can give to a civilian) for doing this, since your fleet is (unoffically?) allied to the Republic.
Guss Tuno:Only you could manage to turn taking over the Underworld into a good citizenship award!
Sith Warrior Storyline
Assaulting the House Organa camp on Alderaan is a definite Moment of Awesome for the Warrior. It's the casual nature of how you tear through the last defenders outside the command room that sells it.
Later on Alderaan you are confronted by a Jedi Knight protecting two servants with information you need. You can just kill the Jedi... or convince the servants to defect to the Empire, and force the Jedi to just let you leave by refusing to draw your lightsaber in your defense.
The dark side choice is no less pleasing. You punt the Jedi away, then simultaneously lift, choke, and snap the necks of the servants. All in under two seconds.
Messing with Jedi as a Light Side Sith Warrior is always fun. Near the end of Chapter One you are confronted by two Jedi, and can successfully drive one off and another to the dark side by quoting the Jedi code at them.
The end of Chapter One as a Sith Warrior. You face Nomen Karr, your master's hated foe in single combat. You drive him insane as he fails to defeat you, twisting him to the dark side as he fails again and again. You then can have him patched up enough so you can torture him, dragging his Padawan Jaesa to you in the throes of his agony. Finally, you can corrupt his treasured charge, making her your own apprentice as she strikes down her former master. A Sith at his or her finest, ladies and gentlemen.
To add to this, if you're male, you can make Dark Side Jaesa your lover.
Light Side is just as cool. You drive Nomen Karr to the dark side by pointing out that you're better than him, that he and Darth Baras are just two old men fighting out an old grudge and quoting the Jedi code at him as he slowly descends into insanity. When Jaesa shows up, the Warrior asks her to look into her master's heart and see the truth, showing how far Karr's fallen. Then the Warrior asks her to look into their own heart, showing only fairness, mercy and compassion. You can top it all off by sending Nomen Karr back to the Jedi Council so they can 'rehabilitate him', which comes across as an epic troll and final humiliation.
The end of the Sith Warrior story: For Dark Side Sith you kill Darth Baras, either yelling "Glory is mine!" or "I wash the galaxy clean of you.". The Lightside Sith actually banishes him. But in both cases, the Sith Warrior is finally accepted as the Emperor's Wrath!Epicness indeed.
Warrior: I have never been - nor shall I ever be - your slave.
It doubles as a Crowning Moment of Heartwarming when you spared the lives of Overseer Tremel and Lord Rathari. The Sith Warrior shows some affection in their voice, like talking to an old master or friend, when asking: "Glad you are still alive, old man. Are you well?". When an all-powerful Sith Lord, second only to the Emperor, actually shows some type of care for someone, knowing how Sith are, it is really heartwarming.
After being defeated, Darth Baras orders Darth Marr and Darth Ravage to kill you. They both refuse on the grounds that doing so would be defying the Emperor's Wrath. Baras, realizing that he's finally run out of options, is reduced to a sputtering wreck.
On Dromund Kaas, the first mission that Darth Baras sends the Sith Warrior on involves retrieving some cargo, which naturally gets ambushed by two rival gangs. The Sith Warrior can somehow manage to turn them against one another, leading them into a gunfight that wipes out both sides, all while the Sith Warrior smugly watches from the sidelines...
Towards the end of the prologue, Lord Zash gives one. Until now, Overseer Harkun has been giving Ffon—a Sith Pureblood who is the only one in your group worthy to be Zash's apprentice as far as Harkun's concerned—advantages all throughout the trials. When the final trial comes, you find you're competing against Ffon for a relic map, and Harkun's already sent Ffon on ahead. Just when you are about to leave, Zash turns up and informs you and Harkun that she has the details of a previous relic you recovered: details that are important for getting the map, and without them, Ffon doesn't stand a chance. Harkun tries to prevent you recieving the details since it would be unfair to Ffon, and Zash responds, in a voice that makes it clear she knows what Harkun has been doing throughout the trials, points out that being Sith has nothing to do with being fair.
She gets another one when you come back with the map and a loyal Dashade assassin. When you walk in, Ffon is whining about how the mission was impossible. On seeing you with the map, Harkun snatches it from you and gives it to Ffon. Then Zash arrives, tells you to shut up if you protest Harkun's favoritism, and intimidates Ffon into admitting the truth. Then she kills him effortlessly and chews Harkun out for being such an idiot.
Here's one: by the end of the storyline, the player, who started as a slave, will have personally become one of the strongest Sith in the galaxy and killed no less than three very powerful Sith: Skotia, Zash, and Thanaton.
On Belsavis, while on the bath to rescue the Dread Masters, a group of released aliens decides to wipe out the operations group that's responsible for clearing an escape route, the Inquistor's response can be quite awesome.
Inquisitor:So the aliens have developed a taste for alien blood. I know just the cure.*lightning crackles along the inquistor's body*
The killing of Darth Thanaton himself is epic and a half. After multiple fights which tended to end with him running, you finally corner him in front of the rest of the Dark Council. After a long hard battle you finally knock him back. Defiant, he hits you with everything he's got: Lightning strikes down from the ceiling and shoots from his hands, the force whirls around you, sending rubble spinning and blocking any vision of you. For a few moments it seems like he's won... then your eyes glow from within, and with the power of the Force Ghosts you have bound to you, you throw back the energy. Thanaton charges towards you with his saber but it is for naught as you stop him where he stands, and then force him to kneel before you. Battered, beaten, and bruised, Thanaton crawls away... and one of the members of the Dark Council looks down, apologizes, and snaps his neck with the Force. Nothing else in the entire game has ever given me such a feeling of being the most powerful sonovabitch in the entire galaxy.
At the very end of the Inquisitor storyline, after you've beaten Thanaton, the ghosts you've bound to yourself show up and demand that you free them as you promised. If you are light side, you can get the following dialogue:
LS Sith Inquisitor: Is there a way I can help you find peace before you go? Horak-Mul: Perhaps. The Jedi are known to redeem ghosts to freedom. But it goes against everything that being Sith stands for. LS Sith Inquisitor: Let my light redeem you. (Kneels and focuses. The ghosts begin to glow brighter.) Kalatosh Zavros: Unbelievable. I never thought I'd feel like this. Ergast: Is this what it's like to truly die? Darth Andru: What is it? Horak-Mul: (in a voice of great satisfaction) Freedom! (The ghosts then disappear, and a great column of light rises from you to the sky.)
It could count as a Crowning Moment of Awesome or Heartwarming, but it's pretty cool either way.
The Light Side Inquisitor tends to have many awesome moments, due to being the Empire's resident Bunny-Ears Lawyer. They completely avoid the Villain Ball and nearly all of their Light Side decisions come across as shrewd and calculating, allowing them to increase their personal power base, gain powerful allies and earn the respect of many around them. As noted upon their ascension to the Dark Council, this trait has the effect of making them actually more dangerous than power-hungry Sith.
Another interpretation is that this exchange demonstrates that the two are Not So Different, both holding onto the Sith Code as an ideal. Finishing the Sith Code prompts Thanaton, with a soft, remorseful voice, to reply "I wish it hadn't come to this."
Xalek gets one before he even joins the Inquisitor's crew. As part of a test, the prospective apprentices have been sent into a tomb for an artifact. Rather than join the treasure hunt, Xalek waits at the academy. As the winning acolyte returns and enters the room where the Inquisitor and Harkun are waiting, Xalek kills his rival in plain view and calmly picks up the artifact and presents it to the Inquisitor. One of the Inquisitor's possible responses boils down to an amused, "I like him!"
Bounty Hunter Storyline
It turns out that Nem'ro never planned on sponsoring you in the Great Hunt, so he tricks you into fighting his entire beast menagerie to get rid of you. After you have shot your way through the beasts and their tamer and you are standing before Nem'ro again it's clear the Hutt is having an Oh, Crap moment as he realizes you really are a force to be reckoned with and he has just pissed you off. Cue large cash infusion into your bank account.
All classes, when picking theirs Advanced Specialization, talk to a NPC. But only the Bounty Hunter gets into a FIGHT with them and can get companion approval from the conversations.
The person who points you to them reveals afterwards that they never agree on anything—except they have now, on your odds to win the Great Hunt. Crysta Markon later mentions that the Bounty Hunter is the first person they've ever both agreed they want to win The Great Hunt, since they were impressed that it took both of them to kick the Bounty Hunter's ass.
On Dromund Kass, you are sent to kill or capture the apprentice of the rogue Sith Lord Grathan by her father, Admiral Frabaald. When you finally meet her she laughs and mocks you, saying of course you are gonna lose the fight with her because she is Sith and you're a common hired gun, that she is disappointed that she isn't facing a real Mandalorian, etc... Shattering that ego of hers is rather satisfying.
So, every class get their own ship. But only the Bounty Hunter STEALS IT. Unless the Smuggler stealing theirs back counts, but possession is nine-tenths of the law.
Assaulting a Republic cruiser, one of the strongest in its class, killing a Jedi Master, disposing of one of the strongest Mandalorians alive and then blowing the entire cruiser up into bits. With only you and one companion doing all this! At the end of the first chapter!
The last part about Tarro Blood being one of the strongest Mandalorians alive is questionable. Remember that for the entirety of Act 1, Tarro has relied on his henchmen to do his dirty work and tries to sabotage the Great Hunt in his favor. He didn't even kill Braden and Jory himself. When you take into note all of Tarro's heinous crimes starting with two of your comrades' deaths, it makes it all the more satisfying to deny Tarro the death in glorious battle that he always wanted, leaving him to die in his prison cell like the rat he is.
Taking down the Jedi Master himself is particularly awesome, considering he's said to have single-handedly taken down a hundred Mandalorians sent to assassinate him during the Great War. You just did something some of the toughest warriors in the galaxy couldn't do whilst they Zerg-Rushed the guy!
At the end, if you choose, pulling a Heel-Face Turn by agreeing to work for the Republic and handing Darth Tormen a long-overdue asskicking and death. After doing so many jobs for this guy who is making the lives of good people miserable, it is really satisfying to finally kill him and do something that makes the galaxy a better place for once. Because Good Feels Good.
On Alderaan the Bounty Hunter tends to get looked down on by every single noble s/he meets. However one quests allows her/him to get a little revenge. S/he is asked to deliver a message to a truly arrogant and offensive noble who refuses to deal with you as you are below his station. The dark-sided option is to simply beat every-loving crap out of him. No matter how light-sided you are you will want to do it, because A) he really deserves it and B) it is glorious. And even Mako approves!
Mako: I've never seen a sense of entitlement outweigh a sense of self-preservation like that.
Also on Alderaan, after you tear through House Rist in search of your target, one of their leaders contacts you with a job offer. The Rist are some of the best assassins in the galaxy but you curb-stomped so much of their forces that they actually want to hire you. Think about that.
On Voss, you end up tearing through the Gormak arena so thoroughly that they actually beg you to teach them to fight like you do. They also indicate they consider you an honorary Gormak; they, at least, say you are "not Voss".
The final quest in Act Three has you infiltrating the Pride of the Republic's Fleet, the Founder, and proceeding to blast your way through the best troops the Republic Army has to offer, and more than a few Jedi too. It ends with you standing before the Supreme Chancellor with gun in hand.
The final battle that takes place in both light side and dark side playthroughs is with Jun Seros, a Jedi who's been chasing you for killing his friend, Kellian Jarro, as part of the Great Hunt (even though, from a Mandolorian POV, he earned his place as a bounty). The dark side ending to this is basically to laugh in his face before you kill him. While some of you may feel bad kicking someone when they're down, there's many reasons this is awesome. I mean, as if it weren't bad enough that Jun Seros is the dictionary definition of Smug Snake, his chase for you has been a steep downhill run up to this point: luring you in with a fake sponsorship on Quesh and killing your friends because they wouldn't give up your location, sending other people to do the dirty work of indulging his own grudge. If any of that implies he's a Dirty Coward, what he does next all but proves it: framing you for a kilometre-long list of crimes you had nothing to do with. This mud-flinging leaves the hunter no choice but to work for Darth Tormen, a Class-A General Ripper, and be party to the conquest of Corellia to draw him out of hiding, all the while chasing down Republic people just as smug and self-satisfied as he is, thjen listening to them begging for their miserable lives. And there's worse! He dragged his friend Supreme Chancellor Janarus into it, his operation is one abuse of power after another and he expresses no remorse for his actions. And for what has he done all this? Using you to expose the Sith's true colours, he claims. If anything, he's only shown the Jedi's true colours - trusting enough to let bastards like him act with impunity and considering the lives of Mandalorians and non-Republic people to be secondary and not subject to the same concern as that of a Jedi or Republic citizen. Even in death he does not repent, boasting he has undone all your accomplishments and that in death, he returns to the Force unscathed. On the light side option he actually dares to lecture you about how you can't distance yourself from the harm you cause and eventually, your actions will catch up with you; not once does he blink at the irony of it all. So when you tell him he hasn't won and in fact you've tricked him into delivering the Supreme Chancellor to you on a silver platter, hearing the remorseful "No..." come out of his mouth shows that he finally gets it: in his zeal and misguided loyalty, he screwed up bigtime and now Tormen came out ahead. Despite being dark side it still comes across as a Shut Up, Hannibal! moment because even playing dark side most of the time, at least you never lied to the entire Republic through your teeth. His death at your hands is overdue and happens regardless, but kicking his smug teeth in is one of the most satisfying things you can do as a Bounty Hunter.
Imperial Agent Storyline
The Imperial Agent class was most blessed by its Progression trailer: In the climax, the example Sniper is facing down a Jedi Knight, deflecting blaster bolts left and right. What does she do? Wait for an opportunity and nail him in the face. And then, to sweeten the deal, she does an Unflinching Walk away from the battlefield.
Kaliyo gets one as well, for being the only member of Nem'ro's band to actually suspect you're hiding something.
At the end of the Agent's Balmorra questline, if you play your cards right, you can capture the terrorist leader Grey Star without his cell knowing it. Then, you can have an Imperial loyalist take on Grey Star's identity and forge orders to turn them against the Republic. In other words, you just tricked an anti-Imperial terrorist group into allying with the Empire.
On Alderaan, during your story quest line House Cortess betrays you after you deal with terrorist banker in House Rist. The Agent's response? Use their new friend, Vector, to sabotage the generator powering the estate's defenses and than launch a full-out assault on the estate with an army of Killiks at their back! You don't mess with Imperial Intelligence.
At the end of the Alderaan storyline, there is something grimly satisfying about turning over House Cortess and its inhabitants to the Killiks. As the Agent can point out to the suddenly terrified head of household (paraphrased): Vector and the Oroboro Nest have been honorable, competent allies without whom the mission would have failed. Meanwhile, Baron Cortess completely failed to notice the conspiracy taking place in his own household, and did he really think that wasn't going to have consequences?
The final battle of Chapter 1, if you side against Jadus. You have to fight the second most powerful Sith in the galaxy. You cannot defeat him in "fair" combat, so you have to use his ship's forcefields to imprison him. While in terms of mechanics, this just means that its a three-round battle against an Elite Sith Sorcerer, you will come out of it feeling like the ultimate badass.
And there's a conversation path that convinces Jadus that he lost, making him pretty much walk away and leave his dreadnought and Kill Sats to you. Yes, you just outplayed a Sith Lord that tricked all the dark council and Imperial Intelligence, without firing a single shot.
Your mission on Taris involves hunting down a powerful rogue Jedi named Ki Sazen and her band of Nikto Cultists. Needless to say you tear through them.
The ending of Chapter 2, You learn that everything you have done for the SIS has been for the sake of giving Kothe an arsenal of Fantastic Nukes which he intends to use against civilian Imperial targets to end the war before it can begin again. Kothe uses your brainwashing to prevent you from interfering. After a very well written scene, the vision of Watcher X helps you break free of the brainwashing at the last minute. You proceed to march through the Shadow Arsenal facility accompanied by epic music. Then, you learn that as far as the cutscenes are concerned, you are an even match in combat for a Jedi Knight. And as far as gameplay is concerned, the Jedi Knight in question is no match for you. Finally, you get to take revenge on Kothe for using your brainwashing to control you. Or, you take revenge on the Empire for brainwashing you in the first place by defying your orders and sparing Kothe's life.
Assaulting Aegis Base on Corellia. Cipher Nine now a lieutenant in the Imperial Army and assigned to Lord Razor's Brigade infiltrates the base's fuel depot, marks the silos for incoming Imperial bombers, steals a Republic shuttle while tanks go Boom! and proceeds to land at Aegis Base proper. From there you make your way through the defenses, marking targets for airstrikes while Lord Razor dutifully cranks up the Ham in the background. You then proceed to deliver a baraidum bomb deep into the heart of the fortress, steal valuable Republic troop data and then outrun the fireball while the entire base goes up in a mushroom cloud.
The last class quest has two. First, the Minister of Intelligence, after spending the entire storyline warning you not to piss of the Sith, secretly rebuilds Imperial Intelligence after the Sith disbanded it. The second comes if, after obtaining the Black Codex, a database with all of the Star Cabal's secrets and the ability to erase all records of the a person's existence, you can keep it for yourself and use it to erase your identity so that you can protect the Empire without getting caught up in Sith schemes.
Heroic Missions / Flashpoints
Completing Operation Firestar on Balmorra (any Imperial storyline) with a party of four results in a cutscene where the four player characters watch the quarry (which they just fought they way out of) bombed into oblivion by orbital lasers then turn around one by one and slowly walk away. "Epic" is the only term to describe it.
Republic wise, there's the Taris 4-man Heroic Fall of the Locust. Part way through, after you rescue your targets, a group of the Locust's men show up. The former captives distract half of the Mooks into chasing them. This is when your team steps out. Again, best results with a party composed of one of each class, as all four have their own pose as they draw their weapon of choice. Two words for our soon-to-be fodder; Bring It.
The first Imperial Flashpoint The Black Talon; The last boss of the event, a Jedi Padawan, seals the door in front of your team to buy the General some time. Naturally you're going to break the door down, but each class has their own way of going about it, adding another level of individuality.
One for the players. During the Return of the Gree event, half the quest area was a free-for-all PvP area. Several PvE quests had been put there, possibly to drum up interest from those who had never tried player-versus-player combat. The whole thing was designed so that it would be a chaotic slaughterhouse of player fighting player, with only the brave or well-geared daring to go in. Furthermore, you could accomplish many of the PvE daily quests in the PvP area with far less difficulty. Within hours, even many hardcore PvP players called for server-wide truces. Instead of free-for-all-slaughter like it was intended to be, Imperial and Republic players cooperated on the daily quests, refrained from attacking one another, formed orderly lines at one quest's drop-off point, and stuck around to make sure other players weren't harassed. Guilds who did indulge in attacking others quickly got censured. Sequence Breaking at its finest!
The Awesome has been slightly lessened in recent days, not enough for rampant slaughter-fests, but enough that nobody will come to your defense if another player attacks you. The lure of The Dark Side Indeed...