Hailfire Peaks: Hoth is a frozen iceball with occasional magma vents. Belsavis puts snow-covered plains right next to jungles with pools of lava right next to each other. Justified in Belsavis's case: the world's tropical climates aren't natural, they were artificially created by the Rakata.
Happy Ending Override: Overlapping big-time with Shoot the Shaggy Dog for KOTOR fans. Revan failed (It seems just as likely that he's deluding himself over being able to "temper" the Emperor, judging from how batshit nuts he is in The Foundry), Exile failed and got herself Stuffed into the Fridge, the Sith come back and curb stomp the Republic anyway, and Scourge gets to play Karma Houdini on the Knight's boat.
Knights of the Fallen Empire somehow gets worse; The "Eternal Empire" decimates the combined fleets of the Republic and the Empire (which was a front all along). The emperor's son and daughter take over and drive their new galaxy to the ground out of paranoia and sadism. Your squad members are pummeled into a coma and your player character gets their ass kicked, and spends five years in cryostasis while the Eternal Empire uses their technology to scan entire planets for force-sensitives, outfitting them with the best rifles and tactics / anti-force training money can buy. Everything you've done over the course of the original storyline is now swatting a fly compared to the fiasco the player character has to go through.
The Trooper's Cryo Grenade ability freezes an enemy completely solid for just a few seconds; they count as stunned for the duration, but otherwise don't come to any harm.
The Powertech (one of the Bounty Hunter's Prestige Classes) has the Carbonize ability, which freezes several enemies in a radius around the user for a handful of seconds. The freezing acts as a short stun, but is otherwise harmless.
The Bounty Hunter is given a Carbonite Freeze-Ray on Dromund Kaas, allowing them to freeze their bounties for transport.
Characters can buy Carbonite Grenades usable against the weakened target of a bounty assignment during the recurring Bounty Brokers' Association event, as an alternative to killing their target.
All characters are told that they need special cold-weather gear before they can go down to Hoth. The gear does provide a bonus, but Hoth has no environmental affect for its ludicrously cold temperature. It's not uncommon to see player characters wandering around in Stripperific outfits, suffering no ill effects whatsoever, on the same planet that nearly claimed Luke Skywalker's life from exposure.
Hauled Before A Senate Subcommittee: This happens to the Republic Trooper in the third act. However, it's a sham; the senator trying to "investigate" Havoc Squad is secretly an undercover agent for the Empire.
Healing Shiv: Republic Trooper Commandos and Bounty Hunter Bodyguards use gun attachments to heal other players, as well as summoning healing droids from Hammer Space.
He Who Fights Monsters: The Justicars were founded by Republic soldiers to protect the people of Coruscant during the anarchy following the Sith attack. Unfortunately, their version of justice is swift and brutal and they aren't much better than the Imperials that they hate so much. By the time the game begins, they've even begun collaborating with the Empire. Their founder is the Trooper's archrival's teacher.
Also, there is the option of making your headgear invisible. Many players choose to do this as many of the headgear designs cause clipping issues (especially with Miralukas' masks), look hideous, or both (See Lethal Joke Item for an example)
Hero Antagonist: For Imperial characters, naturally there are a lot of those in each storyline.
Hero of Another Story: Technically, every class character is this to all other characters. Some details depend on one's individual decisions, but the baseline progress of the overall narrative (the progress one isn't responsible oneself) are usually tied to the story of one of the other seven classes or to that of the other faction.
The final fate of Revan and the Exile when they returned to the Unknown Regions to try and confront the True Sith Empire, over 300 years prior. The player later discovers that Revan was captured and placed in stasis, while the Exile was killed by Lord Scourge.
Belth Allusis destroyed an invasion force of 40,000 Sith with a tenth of the number, at the cost of their lives, an act which would galvanize the Republic and act as a turning point in the Great Galactic War.
Satele's master, Kao Cen Darach, in the Return trailer, opts to delay the two Sith being fought in the hangar rather than escape with the rest of the group.
During the Jedi Knight's third act, Tala-Reh on Voss fulfills this role to banish the essence of a Sith Lord.
In Chapter VIII of Knights of the Fallen Empire, HK-55 protects the player from Arcann by taking the full brunt of the latter's Force lightning attack. If you qualified during the time it was available, you can partake on a mission to have him rebuilt.
Heroic Willpower: The light-sided Sith Warrior and Sith Inquisitor have this, seeing as they regularly utilize dark side techinques, fueling them with dark-sided emotions, yet are never corrupted by the dark side (assuming the player decides to keep them on this path).
Hide Your Children: Averted; children are found all over the place. Republic players can even threaten to murder one (just because he's nearby), in order to coerce a woman into giving medical supplies to them, instead of desperate refugees.
Hitbox Dissonance: Operatives and Scoundrels can testify to the game's erratic definition of "behind" for the purposes of flanking attacks.
Hitman with a Heart: The Light-Sided Bounty Hunter. Frequently they will let an innocent target go, inform them there is a price on their head and suggest that they get offworld fast. After all, their orders were to "Get rid of them" and they weren't lying when they said they "took care of it".
Hive Mind: Killiks are present in Alderaan as Goddamned Bats. The Imperial Agents gain a diplomat-turned Joiner as a companion and romance option for females.
Hoist by His Own Petard: The Death Mark in the Jedi Knight Class Quest is a satellite that will kill anyone it targets while ignoring everything else. You destroy it by having it target itself.
Hold the Line: The objective of one team, in the Void Star war-zone, is to repel the other side's Boarding Party. Both factions take turns leading an assault on the titular ship's computer core.
Hold Your Hippogriffs: True to Star Wars, characters often use lines like "Son of a Hutt" and "Whatever floats your speeder".
Hollywood Hacking: Shows up in two forms: One, the crew skill "slicing", is about this and opening lock-boxes. Second, Imperial Agents can use this to incapacitate almost any droid in the galaxy indefinitely, though stronger droids go into hardwired self-repair subroutines.
Hologram: Used extensively, as usual for the setting. These are used to include players into group conversations when they can't be there in person. The Consular companion Tharan Cedrax also has a sentient hologram as his companion and assistant.
Homage: It would appear that the guys at the BioWare art department were mainlining TRON when they made the Return of the Gree event. Not only does the special armor look like something out of TRON 2.0 (the blue/black and red/black sets) and/or TRON: Uprising (the white/blue set), but the Gree ship is completely lit up in silver Tron Lines and geometric shapes of colored neon. One of the Boss Battles renders lightsabers and blasters useless. You have to go through some hoops to earn a "blue torus" which is the only thing capable of damaging it. Yes, you're in a Star Wars game, fighting a giant robot with a Deadly Disc. How's that merger working for you, Disney?
Even better, the Terror from Beyond Operation has an A.I. Is a Crapshoot boss called "Master Control" and spawns an add called a "Recognizer." There's also Mentor's appearance in Directive 7 with his spinning nodes, talk of killing organics, and spawning a gigantic guardian ala Sark to fight the party. Yeah. They owe Steve Lisberger royalties at this rate.
Honor Among Thieves: A Light-sided run as a Smuggler or Bounty Hunter? You are doing all kinds of shady and outright illegal stunts on behalf of your employers, but you still have the option to conduct yourself with standards.
Hope Spot: Done in the Hope trailer, which ends with the attack on the Sith army successful (of which there are a large number, and a Republic fleet moving in to liberate Alderaan from the Sith. The Sacking of Coruscant happened shortly afterwards.
Only the most humanoid of humanoid aliens are playable, basically coming down to different skin colors and maybe some addons (Twi'lek head-tails and Sith facial horns/tentacles.) Humanoid, but not human-like, aliens (like Wookiees) are not playable.
Human Popsicle: Carbonite freezing is present in the game, just like the movies. In fact, the Bounty Hunter class is given a Carbonite sprayer for the purpose of capturing bounties alive. Awesome. They (and most of the healer companions) can even use it for a few of their attacks.
A Heroic Quest on Dromund Kaas involves a Mandalorian Warrior who wants to go out in a glorious battle and pays people to hunt him.
In a side quest on Dromund Kaas, some Sith are subjecting random Imperial citizens to this. Light side players can turn the tables on them and trick them into hunting other Sith, getting them executed.
Dark side players can shut up the man who originally tipped you off to this hunt so the bounty hunter can stop being harassed. It is done by tagging the man so he will be the next Sith hunt target.
Invoked during the Bounty Hunter's questline on Taris, where they and their target try to track and kill each other first.
Hyper-Competent Sidekick: After the Fallen Empire update, the companion characters got a massive boost for the original content, which is bigger the earlier you are in the game. As in, they have three times the hit points and do twice the damage the player character does even with the best equipment.
I Call Her "Vera": The Smuggler's first companion, Corso Riggs, is a local merc who names all of his weapons. His main motivation for joining up with you is to get revenge on the same guy who stole your ship - for stealing his favorite blaster. Which he calls Torchy.
Andronikos Revel, one of the Sith Inquisitor's companions, averts this, noting that "It's not a good idea to get attached to a weapon" when you ask him if he names his blasters.
In Fallen Empire Chapter XIII, Vette calls her borrowed assault cannon "Spewie". It can be obtained as a Cartel Pack item where it retains its nickname.
Idiot Hero: It's possible to be like the Avatar. If one engages in a bit of Sequence Breaking, you can say, have your character ask "What's a rakghoul?" when you just finished a quest where you were briefed about what a rakghoul was.
During the Foundry, Revan's Evil Plan will kill everyone with any bit of Sith DNA. Your characters can say "Well, guess I'm one of the lucky ones" when presented with this. What makes this somewhat laughable it is the fact that you can still say this when your character is a Sith Pureblood, since the option comes from class rather than race.
While the game does on occasion react to your character's race, there's a rather notable example that players loved to do on Ord Mantell - if your character is a Cathar, you can have them ask, "What's a Cathar?". Shouldn't your character know what species they are?
This one is due to changes after release; originally, Cathar were not available as a player race.
I Fight for the Strongest Side: Inverted with the Mandalorians. They're allied with the Empire in this era because they want to test their strength against the stronger side (the Republic and Jedi). Of course, the fact the last few Mandalores prior to the current one were Imperial plants and puppets has something to do with it as well.
Khem Val, companion to the Sith Inquisitor class, has devoured over 1000 Jedi in his life. Or so he claims. If he actually dates back to when he was allegedly created, there weren't a thousand Jedi around to kill, since the Sith were badly losing their war against the Jedi at the time, and his master's army would have been in full retreat.
Seh-run on Korriban. When you find the beast master who used to feed him, it's revealed he used to give him dark side infused blood and bones from dead Sith acolytes. Players have the dark side option to feed him more of it, giving him enough strength that he will be able to hunt more acolytes on his own.
The Sith Warrior may threaten to eat the corpses of a handful of thugs at one point. A follow-up dialog choice is to tell them that you are not joking.
A Smuggler sidequest involves saving an old friend of Corso's from a cannibal cult on Tatooine.
Elara Dorne, a romance option for Republic Trooper characters, isn't really supposed to get into a relationship with her commanding officer, but is sufficiently well-versed in the regulations that she can find the right way to fill out forms to make it happen.
In the Imperial Agent plotline, any romance with Watcher Two gets cut off (by her) when she gets promoted to a position where it would be improper to continue it.
Instant Sedation: A scene (known as "29:30") from the beta where this happens to a Jedi (Padawan), has become infamous. It's not actually that unusual within the Star Wars Expanded Universe for Jedi to be sedated; Jedi Masters were surprised in the films, too.
Insurmountable Waist-Height Fence: Appears in some quest lines, but probably none are worse than the Inquisitor's storyline on Alderaan. You need to break into a vault to retrieve a McGuffin. To get the key to that vault, you enact a multi-step scheme to lure the keyholder onto the planet and kill him. Then you go to the vault, only to discover that it's not somewhere deep underground, but a raised platform on some giant pillars - that is crumbling and almost coming apart at the seams. Not only could you probably split open a wall with five minutes of concentrated light-sabre work, but the vault is actually open-topped and you came there in a shuttle. The entire planet Alderaan questline could have been handled within five minutes if the Sith empire could get its head wrapped around the complicated concepts of scaling a stone wall or abseiling from the shuttle.
Interface Spoiler: Par the course for an MMO. Get a codex entry for a character in your storyline and it has likes/dislikes? They're going to join you. See a level-capped character going around with a certain title? Tells you flat out the end results of certain plot-points.
Targeting Darth Zash when you meet up with her at the end of Chapter One of the Inquisitor story shows her true face in her portrait, spoiling The Reveal.
A codex entry for the Smuggler late in Act 1 spoils The Reveal that Nok Drayen is alive, and his treasure is more than it seems.
Darth Malgus was married to a Twi'lek named Eleena Daru.
Several of the romanceable companions are of the species that are not initially playable, including Ashara Zavros (a Togruta) for a male Sith Inquisitor, and Nadia Grell (a Sarkhai) for a male Jedi Consular. Player characters can also invoke this trope by playing as of a different species than their love interests.
Invisibility Flicker: Sith Warriors, Smugglers, Agents, Sith Assassins and Jedi Shadows can enter stealth while in combat, letting them do this.
Revan: And in the end, as the darkness takes me, I am nothing. Now I know how you felt, old friend.
During Flashpoint : The Esseles, Ambassador Asara advocates resetting the ship's reactor to gain access to the bridge, even though doing so would mean killing the entire Engineering crew. Asara says, "Sometimes, sacrifices have to be made for the greater good." Later, the player is given the option of abandoning Asara on the Imperial ship to ensure the Esseles's escape. If the player chooses to do this, Asara cries, "How can you do this to me? How can you just leave me here to die?" The player may then respond, "Sometimes, sacrifices have to be made for the greater good."
Irony: Troopers get access to an ability called Hold the Line. However, the ability's effects include removing any movement-inhibiting effects and increasing running speed by 30%, so it's best used exclusively for when said Trooper wants to "advance in the other direction," rather than locking themselves down for a Last Stand.
It Amused Me: A frequent dialogue choice for the Sith Inquisitor when confronted by people who ask why the player chose a deliberately cruel option. Occurs as frequently as "Yawn." in response to hammy or melodramatic NPCs.
It Belongs in a Museum: The reason Vette wants to get the Star of Kala'unn out of Cada Bliss' hands (as well as wanting revenge). Talos Drellik, meanwhile, is more-or-less all about this. Even when it's a terrible idea.
Item Crafting: What's special about TOR's crafting, is that you can task multiple companions with collecting resources and/or producing items, at the same time, even while you are off-line.
It's All About Me: MANY Sith Lords (it's practically their code) and other Imperial characters, particularly those higher up the food chain, revel in this mindset. Granted, the Republic has its share of these kinds of people as well (Havoc Squad traitors, anyone?), but they pale in comparison. Every player character, to some extent, can be played with this attitude as well. Often, this mindset tends to have serious consequences. A great example occurs during the Sith Inquisitor's Alderaan storyline. If the player decides to be selfish and refuses to help Elana Thul, she and much of House Thul's leadership will be killed by House Organa's Jedi. An Imperial Colonel will confront you, angrily reporting how you have basically guaranteed that the Empire will lose Alderaan. As far as NPCs go, during the Trooper storyline on Nar Shadaa, you can peacefully persuade the Imperials working with the Havoc traitors to turn on them by pointing out that the Havoc traitors only care about themselves and left the Imperials to be killed by the Trooper.
It's Up to You: Abundantly lampshaded; the one thing that all classes share is a reputation among NPC's for being the one who succeeds when everything else has failed.
Jedi Mind Trick: It's a Star Wars game, this is being included, it's tradition.
And also lends itself to one of the funnier moments in the game, cited in the No Sell entry below.
Jerkass: Many NPCs/questgivers on both sides but Harkun (the overseer for Sith Inquisitor) takes this Up to Eleven.
The Bounty Hunter can deliver a first rate one to Tarro Blood, in which after attempting to sabotage you from behind the scenes throughout the Great Hunt, you deny his request for an honorable duel and let him crash and burn with the ship you're about to blow up.
Kick the Dog: Oh, dear Lord, some of the Dark Side options are vicious - and are available to both Republic (see Hide Your Children above) and Imperial players.
On Imperial Balmorra, Officer Sakoal tasks you to tracing a Republic spy who has stolen vital data disks with the help of his traitor wife. But upon finding them, it's rapidly evident that the man is just a Casanova Wannabe who steals anything he can grab after having sex with his conquests while Sakoal's wife was just suffering from loneliness because Sakoal worked at his lab so much. You can still murder both in cold blood, but even players who go For the Evulz will have a hard time pressing that dark side dialogue choice to kill the sobbing, pleading innocent woman. Oh, and you can also tattle on Sakoal himself when collecting your reward from your contact for the total heartless !@#$%^&* trifecta.
On Hutta for Agents and Bounty Hunters, there is a quest where a woman wants to send her son to Korriban to train as a Sith, but her husband has run off with the kid knowing what would happen to him. When you're sent to get the child for the woman, the Dark Side option is to shoot and kill the guy in front of his own son.
In the Sith Warrior's storyline, during your hunt for Jaesa Willsaam, an Alderaanian general working for the House of Organa have information that you need. However, she refuse to tell you anything unless you help her turn the tide of a battle under her command. Instead of doing that, you have the option to threaten to kill her officers one at a time until she talks. She calmly replies that they are soldiers that knew the risk when they signed up and still refuse to talk. However, as soon as you start force choking an officer, the general (who according to her codex entry, is famous for being a cold, calculating military commander) immediately cracked, reveling that the officer you are chocking is her lover and give you the information that you want, all the while on her knees weeping and begging you to spare him. The two dark-sided options you have is kill either one of the two lovers, even though she had already given you what you wanted and there is no benefit for you to do so.
Shows up in almost every Bounty Hunter quest. Again and again, you're sent to get rid of someone, find out they're innocent of the crime you're supposed to execute them for, and the dark side option is to just kill them anyway. Then Mako calls you a monster. This is practically the Dark Bounty Hunter's MO.
Kill and Replace: The goal of the terrorist cell on Tatooine in the Imperial Agent story is to do this to the Agent.
The Agent later meets Bas-Ton, an Imperial spy who did this to a Voss tea-maker, including plastic surgery to turn himself into a Voss.
Killer Rabbit: An Imperial questline on Tatooine has players go up against a Force-wielding Jawa.
Kill Sat: The Imperial Agent skill Orbital Bombardment.
The Firestar satellites on Balmorra.
The Hammer Station.
The Death Mark, on a lesser level: it serves as an orbital sniper for killing individuals instead of the usual.
The Sky Lancers on Makeb.
Klingon Promotion: Averted with the Sith for a change. While it does happen occasionally (Lord Zash and the player from the Inquisitor storyline are good examples), one needs to be clever about it, so it can't be traced back to you.
Knife Nut: Imperial Agents can equip a vibroknife. However, unless you're playing the Operative Advanced Class its only purpose is being a Stat Stick.
Knight Templar: Certain Jedi are guilty and from the perspective of the Sith, this is what all the Sith are.
Played straight in the tie-in comics with Jedi Master Dar'Nala, who plots the assassination of some Senators supporting the Treaty of Coruscant. And also hates the Sith, which ironically, causes her to slip into the Dark Side.
Laser Blade: Well duh. This is Star Wars, the setting of the lightsabers.
The Last of These Is Not Like the Others: When the Outlander and Hemdil Tre are preparing to storm the Zakuulan shield generator on Hoth, he informs them that his holorecorder is activated, his blasters are charged, and his bladder is empty.
Lawful Stupid: The Voss are a subversion. While they are willing to do absurd things to follow their Mystics' prophecies, the prophecies in question always turn out to be true and always benefit the Voss in the end.
To a certain extent. As the Sith Warrior finds out before visiting the planet, while the visions are perfectly accurate, the interpretation sometimes suffers. Sith Warriors can also receive a Voss granted vision and then go on to prove it dead wrong when they kill Darth Baras
Leeroy Jenkins: Thana Vesh from the Imperial Taris quests seems to be an NPC version of this trope, given the amount of times she charges in ahead of your character only for you to find her at the mercy of the Republic, or, in one case, actually imprisoned. Thana being Thana, she always angrily tells you she had the situation under control or "Could have taken them" had you "not gotten in the way". Leeroy ALL over.
Lethal Lava Land: Most of Oricon's surface is covered by a vast ocean of molten rock. The small island that is actually somewhat habitable is only kept stable by a combination of advanced technology and Sith sorcery.
Lethal Joke Item: All items with customizable component slots can be this. As long as you keep all mods up to date, you can look as silly as you want and still be a powerhouse. You haven't played much until you've had your ass handed to you by a Jedi in lingerie.
Let's Get Dangerous!: When the party is fleeing the Sith in Return, the two Troopers act as a distraction for the rest of the party. Smuggler looks back in time to see the hallway they were guarding get blown up, with the Troopers flung close to him. He gets a serious look on his face, and starts strolling towards the enemies pouring down at them. He then proceeds to blow them all away, with the surviving Trooper popping in towards the end.
Could technically be an example of Bullet Time, as it's shown he's firing very fast when the trooper joins in. Speed the video up and he's almost running at them.
Which is not excluding the possibility of pointless cruelty, if the player so chooses.
The Light Side is also made more morally ambiguous, to say the least: several options for the alignment are less clear-cut benevolence and more indicative of either pragmatism, fanatism or moral sociopathy, while the Jedi themselves come across as totalitarian occasionally. It's still unambiguously better than the Dark Side.
The Eternal Empire from the Knights of the Fallen Empire expansion is a grand-looking faction, its troops clad in golden armor and with gold and white an important part of its Color Motif, not to mention that the lightsabers of its twin heirs are gold. This same empire conquered the galaxy in the span of a few years, crushing both the Sith Empire and the Republic with apparent ease.
Lightning Gun: Republic Troopers get an ability that makes any gun they are using into this. It allows them to give Sith Inquisitors a run for their money in the lightning department, as it repeatedly damages foes over a large arc.
Limit Break: Heroic moments, which every class gets. Causes you to regain 3% of your total health every few seconds and unlocks a powerful damage ability for every class story you have completed. Also comes with its own Theme Music Power-Up.
Jedi Sentinels and Sith Marauder have abilities that can only be activated after you get 30 stacks of Centering or Fury, while Commandos and Mercenaries have abilities that can be activated when they reach 10 stacks of Ion Gas.
Limited Special Collector's Ultimate Edition: Two different ones: First, The Collector's Edition includes in-game items, a statuette of Darth Malgus, and other items, and costs $150. Second, the Digital Deluxe Edition costs a more reasonable $80, and has just 5 in-game items. In addition, every player who pre-ordered, even those who just ordered the vanilla version of the game, received a special color stone to turn their weapon's effect yellow with a black core, and up to five days of early access to the game, depending on when they pre-ordered.
As of update 2.0, all the level 50 PvP armor has been phased out, replaced by only level 55 counterparts. For those who have the now unobtainable armor, it's been upgraded to a corresponding PvE levelnote For example, War Hero is on par with Dread Guard.
With the removal of Nightmare Mode on Karagga's Palace and Eternity Vault in update 4.0, the Stronghold decorations for defeating each boss on the difficulty are now unobtainable.
Rakata technology is generally much more advanced than anything the Republic and Empire have despite the Rakata's Infinite Empire collapsing some 20,000 years before this game.
Zakuul's Eternal Fleet is the most powerful fleet in the galaxy. The Eternal Fleet predates Zakuul by several centuries, having been built by an unknown race. The ship that defeated the Eternal Fleet centuries ago, the Gravestone, is also several times more powerful than most modern ships.
Lowered Recruiting Standards: The Sith Warrior's initial quest giver comments that this policy was instated within the Sith Academy. In an inversion, your character is one of the elite who is there legitimately, while The Rival is one whose presence owes itself to the Lowered Standards.
This also results in the Sith Inquisitor, along with several other initiates, being pulled out of slave populations to be trained. In that case your Rival is one of the elite who was brought in to make sure one of the old bloodlines gets the position and is being given unfair advantages by the trainer in a mirror of the Warrior story.
Machine Worship: At least one of the workers maintaining the Works that power and maintain the City Planet Coruscant holds this view. Considering how long the planet has been like that, with buildings built on top of earlier buildings, it's not too surprising that he considers people "mere mortals," in comparison.
Should the Sith Inquisitor be a Sith Pureblood, touted as the elite of Sith society, this at first seems a little out of place. It turns out there's a good reason explaining why their family have become slaves.
The Man Behind the Man: Something the Sith Emperor is VERY good at, considering that he is the one who ordered Revan to start the Jedi Civil War, as well as convincing the Mandalorians to start the Mandalorian Wars. Not surprisingly, he does it to the Mandalorians AGAIN.
We have every reason to believe that the Sith Emperor engineered events in the Galaxy for over a MILLENIA to prepare for their return from Uncharted Space.
The leader of the Revanites is convinced that the Emperor is actually a centuries old Revan, or being controlled behind the scenes by Revan. Revan reveals that the Emperor is being subtly influenced by Revan trapped in stasis.
Mana: All classes have some form of energy pool. Most of the pools work differently and most abilities require using some of it.
Jedi Knights and Sith Warriors use Focus and Rage respectively. Both start with 0 and build it up over the course of battle by using weaker abilities. More powerful abilities generally require spending Focus/Rage.
Jedi Consulars and Sith Inquisitors use Force, which regenerates at a constant, fairly rapid rate. Shadows and Assassins are stuck with the basic limit of 100, while Sages and Sorcerers have an ample pool of 500-600 but the same regeneration rate.
Smugglers and Imperial Agents use the vaguely-described "Energy". It has a limit of 100 (110 with some builds), with abilities not costing above 25, but the catch is that the regeneration rate drops sharply if you fall below 60% full.
Bounty Hunters use "Heat", which is functionally identical to Energy, but is displayed backwards - you start at 0%, can't use any powers at 100%, some powers and traits vent heat, etc.
Troopers use "Ammo" which is nowadays identical to Energy, but used to go from 0 to 12 before Patch 2.2 rescaled it to 0 to 100. This is why Trooper and Bounty Hunter powers have costs in multiples of 8.3 (rounding down).
Master Poisoner: Imperial Agents in general, and the Lethality/Virulence tree in particular, letting them combine Poisoned Weapons with Critical Hits for massive damagenote Virulence gives them a second poison DoT, Cull, which massively increases damage for every poison DoT on the target, and finally Weakening Blast, which makes the target take more damage from poison DoTs and Cull.
Meaningful Background Event: As an Imperial Agent, while talking about Karrel's death to his rival, you can see Kaliyo in the background eavesdropping.
Meaningful Name: This being Star Wars, naming conventions are, for the most part, hardly subtle.
On Alderaan, a minor side quest finds you walking in on a couple of arguing Imperial troopers. One of them is named Sergeant Pratt, and he is...well, sort of a whiny prat, as expected.
Galactic Solutions Industries might fit this bill, too, though they're a newer Mega Corp..
Mind Rape: Watcher X (from the Imperial Agent storyline) can download memories directly from other cyborgs. Suffice it to say, that letting him do this is a dark-side choice.
Also from the Imperial Agent storyline: The whole ordeal with the SIS infiltration. And it turns out Imperial Intelligence is the original source of this. May also qualify as a mild Mind Screw because you get conversation options to tell Watcher Two about the whole brainwash thing, but when you choose those options your character instead says "Nothing more to report" or something to that effect.
This is the Dread Masters' specialty. Though their power can only be used on a large scale while working in unison, they can cause entire fleets to panic, such as making them surrender en masse, start shooting each other, start committing suicide, retreat even when they're winning, you name it. After the Imperial players free them from Belsavis, they become a sort of over-villain for both sides in the Operations. They were the reason Karagga went batshit insane, they caused the chaos in Section X, they were behind what happened on Asation, and they're STILL involved as of Rise of the Hutt Cartel in the Scum and Villainy Operation, where you even get to FIGHT one of them. And yes: Styrak can and does do this to the players during the boss fight.
The Nightmare Pilgrim World Boss on Voss can do this so well that every single member of the raid team you use to fight him has to have a MacGuffin onhand to resist it, or it's a one-shot-kill.
Mini-Dungeon: The "class quest" areas are closed off to anyone but a character of a certain class at a certain point in their storyline. They're meant to be a level-appropriate challenge to solo, but someone of another class can see the dungeon and the story bit in it if they group up to help; the person of the "wrong" class just won't be able to interact with the Cutscenes at the end.
Mirror Match: The Directive 7 Flashpoint has the Interrogator boss, a giant probe droid that will scan your party and deposit cyborgs based on that player's class and skill tree.
Modern Stasis: Some criticism has been aimed at the fact the "Old" Republic isn't all that much different technology wise from the one featured in the prequels thousands of years later.
Their technology seemingly being more advanced than in the films is Justified by the Republic having a Dark Age in-between.
There are twenty thousand year old droids wandering around using the same kind of tech, and there are ancient computers around that look and act just like the contemporary ones except for age degradation.
There are examples on Tython that were made by the ancient Jedi and predate lightsaber technology. In the Jedi Counselor story you find out some of it is actually quite a bit more advanced than the game's standard.
Moral Dissonance: In the Imperial Agent storyline, someone tries to blackmail you by threatening to expose you and your team. The light-side option is to accept the blackmail and hide it from your co-workers, while telling them about it and hunting down a traitor is the dark-side option.
The Sith Inquisitor storyline on Balmorra features a mission from an Imperial Army colonel to rescue his Sith son. When you do this, he makes clear how low he thinks of his father because he's not Sith. You can decide to tell him about this when you turn in the quest, which is treated as a dark side action. Sure, it could be interpreted as telling him For the Evulz and that a white lie is preferable, but one is still left to wonder if the truth would be better for the poor good father in the long run ...
There's a quest on Coruscant where someone asks you to steal a file that will prevent legislation that would cause the Republic to abandon the Jedi from passing. When you steal the file, someone else runs up to tell you that, sure, the idea of abandoning the Jedi is insane, but darn it, that's how democracy works and it would be wrong to try to take matters into your own hands even if it helps people (it's possible the character in question is a smuggler who flaunts the laws of the Republic on a daily basis). The Dark Side option: Say you'd rather support the Jedi than follow the rules. The Light Side option: Agree to take a fake document back to your contact and tell him it's the document he sent you to get. Not an option: Returning to your contact and telling him you changed your mind, rather than actively screwing him over by lying to him.
Another quest puts the player character in a marital spat. The husband is a clingy type who is convinced the local gangsters got his wife and are forcing her into prostitution. Not unreasonable; the gangs are kidnapping people off the streets, she's a very attractive member of her species, and she is working in a sleazy nightclub deep in gang territory. You get there, and it turns out the wife upped and left. She wasn't kidnapped, she prefers working in the nightclub (and might be the madam), she didn't tell her husband what she was doing, and she wants you to go back to her husband and tell him she's vanished. The Light Side option is to leave her husband thinking she was carried off by the cartel, and the Dark Side action is telling her to go back and explain herself. There is an option to let her go then tell him that she's leaving him, but originally there were no points for truthfulness. That has since been fixed, and telling him the truth is now a second light side action (Though why lying about her still counts as light side is another matter).
At the end of the Imperial 'The Black Talon' flashpoint, you capture an Imperial defector who is suffering (actually in intense pain) from internal bleeding. You can execute him immediately, or turn him over, presumably to be tortured until the Empire learns what he told the Republic. Killing him is a Dark Side option, while handing him over is the Light Side option.
As a Bounty Hunter confronting Jedi Master Kellian Jaro, before your fight (and you have to fight) the light side option is to tell him that you always finish a contract. But if you're playing as a light side Hunter there's been several times where the person you were hired to kill turns out to be innocent/sympathetic and you make some other arrangement. Not so here. Though the Jedi do go too far in trying to get revenge on you, it's hard to fault them.
One of the first moral choices a Trooper or Smuggler gets is this oh so very much this. You're told that medical supplies went missing, and go find it, when it turns out a thief had stolen it and justified it with the soldiers protecting and dying for them not giving them medicine. While the first choice is classic Paragon/Renegade, being either to make a deal with the thief or to hold a nearby child she was helping hostage, the second is outright backwards, with letting a soldier die being the light side option, and helping a thief the dark side option.
Monowheel Mayhem: The Koensayr family of mounts are monowheels with lights on the sides and running along the wheel.
Monument of Humiliation and Defeat: A back-and-forth example. When The Empire invades the planet of Balmorra, one of the largest bomb craters is turned into a resistance camp named "Outpost Victory". The Empire's forces later capture the base in a bloody battle and rename it "Camp Conquest" as a reminder.
Moral Guardians: A group of them are condemning the game for featuring homosexual relationships, claiming that they'll brainwash kids into pursuing homosexual lifestyles. The game didn't feature them until the Rise of the Hutt Cartel expansion. Since their actual introduction negative reactions have been fairly muted.
Mordor: Oricon, the base of operations of the Dread Masters. Also Ziost after the Emperor's done devouring it.
More Dakka: Imperial Agent Snipers get an ability called "Suppressing Fire", in which they fire hundreds of rounds at an area over a short time... from a Sniper Rifle.
In one of the optional missions at Lord Grathan's compound on Dromund Kaas, you meet one of the members of an Imperial squad who have had their brains transplanted into droids and are slowly losing their humanity. The light side option is deactivating them to end their suffering, the dark side option is sending them back to the Empire, where they'll still suffer, but will be more efficient than before. Either way, their commanding officer will be horrified.
Knights of the Fallen Empire makes heavy use of this. One of the first major uses is at the end of Chapter I: if the Outlander turns down Valkorion's offer of power, Arcann will give them a weapon that they'll use to kill Valkorion. If the Outlander accepts it, Arcann will impale Valkorion with his lightsaber and pin the murder on them.
In Chapter III, you battle a pair of Knights of Zakuul and one of them escapes while Lana apprehends the other. The dark side option is letting her Force choke the captured Knight to death, while the light side option is letting him go free, which results in him later being killed by Vaylin, and the next time you meet his partner the latter will lambaste you regardless.
In Chapter VIII, during the Outlander's second battle with Arcann on Asylum, Valkorion will offer his assistance for the third time in the story, but accepting it will ravage your body from the inside. Turning him down will end in the Outlander getting near-fatally impaled on Arcann's lightsaber.
Muggle Born of Mages: Sith Purebloods are expected to be Force users: those who lack the ability to use the Force are usually killed. In Voss, the Inquisitor meets what seems to be the only non-Force sensitive Pureblood working as a diplomat. She states that her parents pulled some strings to put her in a position where she won't be killed.
My Country, Right or Wrong: The main motivation of a Light Side Imperial Agent in their story. The people they're fighting often have a point that The Empire is evil, but they only care about protecting its citizens.
One way to play the Sith Pureblood, who can occasionally lampshade how exactly their blood makes them a Superior Species, when all of the Ancient Sith ended up going extinct?!
With the many playable species, each with their own hats, and full moral choices, it's common for your character to act in a manner unbecoming of what others expect.
Only 1/3 of the playable races can be played on both the Republic and Empire, with the rest being exclusive to one side. If you reach level 50 on one race, you can unlock that race for yourself, regardless of class or allegiance. This can result in SithPurebloods and Chiss, overwhelmingly Imperial races, becoming Light-sided defenders of the Republic, and pro-Republic races like Mirialans and Miraluka becoming some of the most dangerous Sith ever seen.
One NPC ingame mentions that there is a lot of confusion in the old texts as to Revan's gender, a nod to the Player's ability to choose his gender in both of Knights of the Old Republic games. However, Revan in this game is male.
A hostile NPC encountered on Alderaan declares that he would rather see the planet blown into space debris than fall under Imperial control.
The names given to Bounty Hunter's and Imperial Agent's themes in the Official Soundtrack are "Scum" and "Villainy" respectively.
Amongst the cantina patrons in the Bounty Hunter starting town, there's a Wookiee and a protocol droid playing cards. The droid's arms have been ripped off and placed on neighbouring chairs.
In the Sith Warrior story, Darth Baras force chokes a subordinate to death and promotes another subordinate to fill his place in a scene that is taken nearly word for word from the scene in The Empire Strikes Back where Vader executes Admiral Ozzel.
Also, Part 11 of the Timeline viral trailers depicted Odile Vaiken overseeing the construction of a Sith Star Destroyernote Strongly implied to be the Harrower-class Dreadnought prior to the events of the game. The hull for the ship was taken directly from one of the views of Ansel Hsiao's fan-madenote and recently-made-canon ship based on Dark Empire, the Bellator-class Dreadnought. According to Hsiao, they did so without his permission.
The final confrontation of the False Emperor flashpoint has several:
On the bridge of the Imperial Fleet ship Ziost Shadow, an armored Sith addresses a Mandalorian, a Trandoshan, a Gand, a turban-wearing human, and two droids – a recreation of Vader and the group of bounty hunters he hired to find the Millennium Falcon.
On Belsavis, A republic player can meet a Nautolan who wonders about how someone can smile in the middle of battle. An ironic echo to Kit Fisto, a Nautolan Jedi who often did just that.
Never My Fault: On Tython if you're a Jedi character, there's a Padawan whose master sent him to meditate and try and lift a rock. When you come along he asks if you can do it, since he wasn't able to. His master then comes along and scolds him for relying on others to do his work for him instead of admitting to his weakness, which was the point of the lesson. The guy then claims you offered to help him and that he tried to decline, though you are able to protest and your calmness tells the Master that you're the one telling the truth, and the apprentice is sent to be an archive clerk. The guy then blames you for ruining his chances at being a Jedi.
On the other hand, while the guy proves himself to be seriously Genre Blind for not spotting the Secret Test of Character, you can't really blame him for having a teacher that gives poor instructions, deliberately sets the guy up to fail just to make a point, and uses lesson plans cribbed from a fortune cookie. Let alone that he might have passed the test if your momentarily equally genre blind character hadn't come along and agreed to help. What he was actually told was that the objective was to recover resources that were under the rock, and being humble enough to get help to accomplish a task he couldn't do himself is another perfectly valid Secret Test of Character.
Nice Hat: While most hats are...not that nice, Smugglers get quite a few that are.
After completing the Explosive Conflict Operation for the first time, Imperial players learn that releasing the Dread Masters from Belsavis was a horrible mistake, as the Masters have declared war on the galaxy after the disappearance of the Emperor, the one being who could control them.
At the end of Chapter VIII of Knights of the Eternal Throne, you kill Vaylin on Oddessen, leaving the Eternal Throne without a master. This causes the Eternal Fleet to revert to its default programming: the destruction of all life in the galaxy.
No Cutscene Inventory Inertia: Averted for the most part. Your character will wear whatever armor and use whatever weapons you have equipped (which can lead to funny moments if a Jedi or Sith is using a sword or axe instead of a lightsaber). The one exception is the Trooper and the Agent: because their advanced classes alternate between sniper/blaster rifle and blaster rifle/assault cannon, during cutscenes they use a sidearm on their hip, which appears only in the cutscenes.
Noble Demon: Light-sided Imperial characters are in most cases a bunch of Punch Clock Villains that want to protect their country or to slowly reform the Empire from within (or in the case of the Bounty Hunter, a Hitman with a Heart who avoids unnecessary killing).
No Endor Holocaust: Averted early in the Imperial Agent storyline. The destruction of a major starship in orbit causes debris to fall causing casualties on the ground.
Noob Planet: Four of them - Tython for Jedi Knights and Consulars, Ord Mantell for Troopers and Smugglers, Hutta for Imperial Agents and Bounty Hunters, and Korriban for Sith Warriors and Inquisitors. Dromund Kaas and Coruscant tend to get this treatment as well, since classes only gain access to their ship after leaving their capital world.
No Points for Neutrality: Played straight, since exclusive gear unlocks the farther you go exclusively light side or dark side, and reaching the highest level for either unlocks an incredibly useful buff for the entire legacy.
A small aversion at the end of certain characters' stories, where they are given an in-story title based on their alignment. For example, Sith Inquisitors who finish with a neutral alignment receive the title Darth Occlus, compared to Darth Nox for Dark siders and Darth Imperius for Light siders.
Another aversion in Shadow of Revan where some lightsabers dropped by NPCs on Rishi and Yavin 4 can only be equipped if your alignment is neutral, but since most players will be at Light or Dark III-V by the time they go to Rishi, this just makes them even more Vendor Trashthan they were before.
No Sell: Both the Smuggler and Bounty Hunter player characters prove to be immune to the Jedi mind trick, which leads to these exchanges:
In broader terms, the Republic and the Empire are this. The space missions for each side are identical, both factions make heavy use of hired guns (smugglers and bounty hunters, respectively), and both are plagued with bureaucratic power struggles making it impossible to get anything done without the player character's help.
The Shadow of Revan expansion demonstrates it very well. It involves sizable forces from both sides forced into an Enemy Mine situation. The rank and file on both sides seem very sorry about the situation being temporary.
The upper echelons of Sith Lords, including the titular Dark Council. These being Sith and prone to Chronic Backstabbing Disorder, the feuds and power plays not only degrade meetings, they hamstring the Empire as a whole and cause more dead senior Dark Siders than the Jedi managed during the war.
The Sith proclivity for whimsical murder of any non-Sith that displeases them also extends to senior Imperial officers and governing officials involved in planetary war efforts, not to mention Imperial Intelligence. The latter are Properly Paranoid about all the destructive fratricide going around.
Not Too Dead to Save the Day: Inverted in Knights of the Eternal Throne: during the final battle, Valkorion summons Vaylin's spirit, along with Arcann's spirit if Arcann is dead, to fight the Outlander. Played straight after the Outlander breaks Valkorion's control over the spirit(s), who then proceed(s) to aid the Outlander against Valkorion.
Not Using the "Z" Word: The "Imprisoned One" on Tatooine is using ancient technology to transform sentients into slaves. Two of the words that the game uses to refer to these people are "reanimated" and "cybernecrotic."
Novelization: Four tie-in novels exist for the game: Fatal Alliance about the state of the galaxy during Cold War, Deceived about the Sacking of Coruscant, Revan about the eponymous character and Annihilation about Theron Shan.
Nude-Colored Clothes: Due to some of available skin colors on alien species, this can be achieved on accident. Or on purpose, with the use of the color dyes. There's also the "Covert Energy Armor" available that allows bare-chested and -handed men, and women in sports bras.
Obfuscating Stupidity: During the Great Hunt when you and another Bounty Hunter are going after the same target, the other Hunter (Murghir, on Balmorra) uses this to get close to the target.
Offscreen Moment of Awesome: Happens regularly in the personal questlines of all companions after a storyline's first (who you actually do get to accompany on their missions). The companion knows someone who needs help, or has business to attend to, or is on a vendetta and asks permission to leave the ship to see to it. They come back after a fade to black and give the PC an After-Action Report of what they did, which often includes big fights or showdowns with a companion's nemesis (who the player character never meets). Likely done to save space in the explorable zones so they don't get cluttered with instances for every single companion in the game.
Oh Crap!: In one of the trailers, Malgus gets one a split second before the soldier he's grappling with sets off a grenade at point blank range.
Omnicidal Neutral: The Star Cabal seeks to manipulate the Republic, the Empire, the Jedi and the Sith into destroying each other so that the Cabal's leaders can rule what remains of the galaxy and end all future wars.
Once More, with Clarity!: At the end of Knights of the Eternal Throne we see a number of key events going back to the beginning of Knights of the Fallen Empire with added details about how the seemingly random events were all moves in Valkorian's grand plot.
One Degree of Separation: Seen with several of the companion characters. For example, Kaliyo (Imperial Agent) had a fling with Doc (Jedi Knight), while Vette (Sith Warrior) spent some of her childhood with Risha (Smuggler).
One-Hit Polykill: Jedi Sentinels and Sith Marauders can pull off a strange version of this with the "Twin Saber Throw" ability. It consists of them flingingboth of their lightsabers at their target. It hits any enemies within 30 meters of the thrower, not necessarily just the original target.
One-Winged Angel: Kephess pulls this off toward the end of the fight with him in Explosive Conflict.
Only in It for the Money: The Bounty Hunter class storyline in a nutshell; they aren't actually members of the Sith Empire. Applies to the Smuggler class to some degree, how much so obviously depends on a player's choices.
Only Sane Employee: How Imperial Intelligence view their role in the Empire, believing that the Military are utterly incompetent and the Sith are dangerously insane. Keeper sardonically laments that because they do the dirty work crucial for keeping the Empire running, they're glorified sanitation workers.
Light or Neutral aligned Sith players can feel like this in general. Most of your bosses are Ax-Crazy, Properly Paranoid, arrogant Blood Knights whose only job qualification is being better able to stab the other guy with a lightsaber. Furthermore, the Emperor you serve is a nutcase who wants to devour all life in the galaxy while everyone else is too busy fighting each other to team up against him.
This trope is definitely in effect for Imperial Intelligence as immediately after being disbanded in the Imperial agent storyline things take a serious turn for the worse. The Empire gets extremely lucky as it turns out the only reason the Empire even knows about Isotope 5 being found on Makeb is from old files from Keeper before Intelligence was disbanded To wit, immediately following the end of the Imperial Agent storyline the Empire suffers a series of humiliating defeats because Imperial Intelligence was not there to keep the Sith in check and clean up their messes. Thus the lack of this trope for the Empire following Imperial Intelligence being dibanded is the only reason the Empire even needs to go to Makeb at all. It's so bad that Darth Arkous tells the player character that he wishes they were still around. Coming from a traitor working for Revan this is saying a lot as the biggest threat to his existence would be Imperial Intelligence finding out he is working for an allegedly dead Jedi master to destroy the Empire from within.
Opening Scroll: Twenty-four of them, one for each of the eight classes, each of whom have a trilogy.
Outlaw Town: Raider's Cove, the primary settlement on the planet Rishi, is basically a Space Pirate haven. The native Rishii are more or less okay with the situation provided the pirates stay out of their way (not difficult; since the Rishii are bird-people, humans don't often want the parts of the planet they occupy anyway) and true authority rests with the Nova Blade pirates. In addition to its assorted criminals, the planet is playing host to a Cult with galaxy-wide ambitions, who are using the Nova Blades as their proxies.
Overheating: Bounty Hunters must manage the Heat generated by their armor and weapons. This is different from every other class resource, since you want to keep it low rather than high. If its gets too high then their gear will overheat preventing ability use.
Goes into straight Getting Crap Past the Radar territory in a Warrior companion quest where a character is a Sex Slave but both the dialogue and the player choices are carefully drawn to not say those specific words.
Very noticeable with the Imperial Agent, who can advance a significant portion of their quests by sleeping with people.
Patchwork Map: Belsavis, where falling snow exists right next to jungles teeming with flora and dangerous fauna with the occasional pool of lava to break up the monotony, then snow again. Turns out it was specifically modified by the Rakata to look that way, and the parts that weren't modified are all dull rock.
Penal Colony: Belsavis is an entire planet used by the Republic to dump their most dangerous criminals.
Perpetual Storm: The planet of Dromund Kaas is perpetually covered in a gigantic lightning storm due to the Sith Emperor's Dark Side experiments.
Pet the Dog: Light-sided Imperial characters will have lots of opportunity to do good things on behalf of the Empire.
Pistol-Whipping: What Smugglers do, before they shoot someone execution style. Troopers also have the Stock Strike ability. Bounty Hunters hit someone with their gun hand as a form of interrupt as well.
There are a number of planets that you can only visit in flashpoints, making them more like this then the main planets, because the main planets actually do have different locations.
Pointy-Haired Boss: Some Imperial Intelligence missions result from the nominally superior Sith screwing up. For example, right at the start, you are sent to curry favour with a Hutt's lieutenant so he influences his master to ally with the Sith. You manage to do it, the guy thinks (?) you're his best friend and asks you to meet his family, with hints of setting you up with one of his sons if you're female. Cue Keeper calling you and telling you that oops, some pointy-haired Sith just murdered the man's sons, so... change of plans, you are to kill the lieutenant, "avenge" his death and "find" evidence that shows how the rival Hutt already allied with the Republic. Although it'd be a stretch to call the Imperial Agent a cutie, it's still the first time in the campaign you're expected to kill a largely sympathetic guy.
Light Sided Agents can turn this into a borderline CMoH though. You get the option let the guy go, faking his death, telling him (truthfully) that one son did survive and giving a hint of where he is. Later, you get a letter from Keeper saying that somebody mysteriously rescued the surviving son, and hints that he knows full well who did it. His reaction is more Silly Rabbit, Idealism Is for Kids! than true disapproval.
Poison-and-Cure Gambit: A Mandalorian commander on Tatooine challenges you to take on his people's rite of passage: to take a vicious sandpeople-made poison and run out to their camp for the cure. Should you accept the challenge, you have 15 minutes to obtain and take the antidote or die trying.
Politically Correct History: In the Republic Taris is remembered as a prosperous city world that was destroyed by a Sith Lord. The fact that it was a xenophobic segregated pit of scum and villainy mostly dominated by organized crime is almost completely forgotten.
Politically Incorrect Villain: The Sith Empire is extremely racist and considers humans to be superior to all alien species, even those that can be considered more Near Human than alien. Those of partial Sith descent are treated like nobility, partially due to their inherent Force sensitivity.
Proxy War: At the start of the game, the Treaty of Coruscant is still in effect, preventing the Republic and Empire from going after each other directly, but it doesn't stop them from fighting proxy wars in neutral territories.
Pulled From Your Day Off: At the end of Act I of the Republic Trooper's storyline, the Trooper is given an extended shore leave after successfully tracking down the Havoc Squad traitors, but it is cut short almost as soon as you land back on Coruscant—there is a new Imperial superweapon in the making and the command wants you to take it out.
Pun: Some of the bonus missions have titles like this. For example: on Voss as a Republic player, one of the missions you get is to rescue somebody from an elite Imperial unit called Dusk Squadron. The bonus mission is to kill a certain number of Dusk Squadron soldiers. The name of said bonus mission? "Dusk Hunt".
Punch Clock Villain: Several minions and mercenaries will walk away if you just ask them to and abandon their now desperately alone former boss because they're just not paid enough to face the likes of you.
It seems that a lot of Imperials are this. Many soldiers, Imperial Reclamation Service staff and agents aren't evil personalities, just people doing their jobs.
Some of the nicest Imperial characters work in either the Imperial Reclamation or Diplomatic Services.
Putting on the Reich: Just like Palpatine's Galactic Empire from the original movies, the Sith Empire shares a lot in common with the Nazis. Including their grey and black uniforms, the crimson flag, a powerful secret police forcethat got purged, widespread racism against all not pure blood Sith and humans, and that their aim for starting the war in the fist place was to regain historical Sith territory that they lost at the end of the The Great Hyperspace War (Lebensraum). The Empire even run a mass extermination camp for Evociis on Nar Shaddaa to gain favor with the Hutts. In the camp you will find lots of bodies and bones piled on top of each other that was clearly suppose to be reminiscent of the Holocaust. Although, in one departure from Nazi Germany, the Imperial officer running it is a maverick widely disliked by the wider Empire.
The Fabricator in the Karagga's Palace Operation requires some members of the raid to solve a Towers of Hanoi puzzle to arm the cannon that lowers the boss's defenses.
Colonel Vorgath (or to be more precise, the minefield you have to go through to reach him) in Explosive Conflict
Operator IX from Terror from Beyond
Scum and Villainy has two: the droid showroom of Olok the Shadow, and a lesser example with Red/Blue/Gold/Green Teams of the Operations Chief.
The Dread Fortress has clearing the gatehouse before Gate Commander Draxus.
All bosses in Dread Palace are puzzle bosses to some extent, but Dread Master Calphayus takes the cake. Time Travel is involved.
Pyrrhic Victory: Imperial Taris. Congratulations! You have completely destroyed the Republic's efforts to reclaim and rehabilitate the planet and run them off the world. Now, you're stuck with a toxic, polluted, rakghoul-infested swamp with almost zero strategic value or useful resources. Meanwhile, the Republic can stop throwing money away on the futile, expensive project (freeing up the funds for the war effort), and Governor Saresh becomes Supreme Chancellor Saresh, newly elected and looking for any way she can to make the Empire pay.Good Job, Imperials!
Played with on Corellia for the Republic, following the Empire's crippling of the Black Hole hypermatter refinery. The Senate will have to pour a lot of resources into bringing Corellia back to what it was, meaning they really cannot profit from their victory on Corellia for a long time. On the other hand, the Empire lost tremendously. A tenth of their military was destroyed, along with several members of the Dark Council, including their mastermind, Darth Decimus. The Corellian Council was ousted from power, the people were united in being stridently anti-Empire, and the integrity of the Republic's control over the Core Worlds is maintained. Not to mention the perfect storm of disasters that befall the Empire in both the Imperial and Republic class quests. By the time the Makeb arc starts, the Empire is in a tailspin and Darth Marr admits they're screwed if the Isotope-5 plot doesn't yield results.