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    Q 
  • Quieting the Unquiet Dead: During Chapter 2 of the Sith Inquisitor storyline, the Player Character binds a total of four Sith ghosts to themselves. At the end of the class story, a light-side Inquisitor has the option to draw on the Light Side to redeem them, allowing them to become one with the Force at long last.
  • The Quisling: On Corellia, it quickly turns out that the Corellian Council voted to defect to the Empire. Suffice it to say, the Republic is very upset when it learns about this. This was caused by the Bounty Hunter capturing them all and dragging them to a Sith Lord, who basically forces them to sign at lightsaber-point. Although there are still several genuine examples: in particular, Councilor Darbin Sull, who aids the Empire in the Imperial planetary storyline in exchange for the promise of the Prime Minister's seat once the planet is secured, and Councillor Salak, who is a Child of the Emperor.

    R 
  • Radar Is Useless: In the Knights of the Fallen Empire expansion, the Player Character, despite being wanted for the murder of Emperor Valkorion, is able to repeatedly infiltrate the Eternal Empire's capital planet Zakuul by shuttle with little more reaction than unskippable random Skytrooper raids.
  • Ragtag Bunch of Misfits:
    • It's BioWare; many of the companion crews are gonna be this. There's a Jawa (who in the original release had the tank role), Killik-Joined diplomat, jingoistic battle droid, a droid with the approximate attitude of a Reaper... Some crews are merely collections of odd ducks while others are downright wacky. The Republic Trooper largely averts this, since all but one of their team is already a loyal Republic soldier. Add the three bonus companions and most crews starts to look like the Star Wars equivalent of the diverse yet nonthreatening cast of a CW show.
      • The Trooper crew may be the most normal compared to the others, but even they've got a Cathar Sergeant Rock nicknamed by the fandom "Grumpy Cat," an ex-Imperial By-the-Book Cop, a Played for Laughs Patriotic Fervor Republic Droid, a spiritual tracker from an insectoid race who's also a Gadgeteer Genius, and a guy who joined the army as protection from the criminals who want him dead and continues his criminal activities as a member of the Republic military. On paper, not what you want in an elite SpecForces squad, but they get the job done.
      • The Jedi Knight has a plucky astromech who seems to think he's at least an honorary Jedi, a snarky Jedi Padawan with a dark history, an incorrigible ladies man genius doctor, a Republic trooper straying a bit too far into He Who Fights Monsters, and a full-fledged Sith Lord.
      • The Inquisitor stands out with a literal soul-eating monster, a space pirate, a Jedi Padawan not on board with all the Jedi teachings, a flighty but very well-read Imperial archaeologist, and your Sith apprentice who has no concept of "tact", and whose ideas of "subtlety" are limited to "don't talk, be sneaky." Also the disembodied spirit of your ancestor, your former Master, and three dark-side Force wielders.
    • Even more so in Knights of the Fallen Empire as the Outlander recruits many companions from both the Republic and Empire, and even defectors from the Eternal Empire. In Chapter II, Valkorion even lampshades this as he describes the Outlander's original companions in the least flattering ways possible. By the time you finish Chapter IX and start working on assembling the Alliance and recruiting for it, this gets cranked up to eleven, in both size and ragtaginess. New companions range from a displaced Selonian gunslinger and an Ithorian Jedi to Nico freakin' Okaar from the "Return" trailer. Nearly every companion of all classes has returned as of the most recent content update, but the earliest include Teeseven, Scorpio, Yuun, Talos Drellik, and Qyzen Fess. And this is not a comprehensive list by a long shot! The list gets longer in every expansion, although a few are mutually exclusive.
  • Rail Shooter: The game's space battle feature is of the Third-Person Tunnel Shooter variety.
  • Rainbow Pimp Gear: The developers have tried hard to avert this. Besides a strict adherence to each class' theme at launch (gradually relaxed over the intervening years, there is a liberal usage of Set Bonuses. In Patch 1.2, the developers further averted this by adding the option to make visible armor pieces match the color scheme of the chest piece. A later patch added dye kits that allow you to set the colors for an armor piece yourself. An even later patch allows you to create outfits out of whatever clothing you like without having to equip them. That said, with the assortment of gear options available (dropped, crafted, and Cartel market) in their own colors and the plethora of dye modules available, it's incredibly easy to invoke this trope, but it's only if you want to.
  • Ramming Always Works: In Knights of the Fallen Empire Chapter I, as Marr's flagship is on the verge of destruction you have the option of ramming it head-on into the Eternal Fleet. It doesn't change much of anything except some people are more or less happy with you.
  • Rank Scales with Asskicking: Mobs with a high rank are usually classified as strong or even elite. This qualifies even with units one would not expect to be strong, such as a Chief Medical Officer.
  • Readings Are Off the Scale: On Iokath, Lana Beniko notes that the superweapon power levels are off the chart and rising by the second. How she can tell that they're rising when they're already off the scale is anyone's guess.
  • The Real Remington Steele: Early on in the Imperial Agent's class quest, the player steals the identity of a pirate called the Red Blade. The real Red Blade soon learns of this and is not amused. Funnily enough, he strongly implies that the identity really is a Legacy Character, or perhaps a collective identity.
  • Reality Is Unrealistic: Vanilla game Love interests returning for the expansions as bisexual (LS!Jaesa, Nadia, Kira, Scourge, etc) or as love interests at all was criticized by some players as unnecessary retcons, but the reasons many returning companions give for not being romantically available before (slowly discovering their sexuality, not being aware of their feelings for the Player Character until it was too late, believing the Player Character saw them as Just Friends, etc.) feels very true-to-life to the experience of a lot of LGBTQ+ people.
  • Reconstruction: If you view it as a direct sequel to Knights of the Old Republic II: The Sith Lords' Deconstructor Fleet, this game very much brings Star Wars back to its space fantasy roots. The game acknowledges the criticisms of the Republic and the Jedi raised in KOTOR2, e.g. significant political corruption and Head-in-the-Sand Management, and agrees that nonstandard Sith do have ideas worth considering. However, the Republic and the Jedi are still ultimately the good guys, with the majority of the people on that side genuinely wanting the best for their people, and the Empire is not only evil, but self-destructively so.
  • Red and Black Totalitarianism: The Sith Empire's color palette uses a lot of blacks, dark grays, and reds, in contrast to the golds, whites, and light blues and grays of the Galactic Republic. This is exemplified by two of the default Imperial-exclusive playable races, red-skinned Sith Purebloods and Zabrak (Republic Zabrak get the natural brown skin tones instead, though they can unlock the option to instead have the red/black look).
  • Red Eyes, Take Warning: Most species' eyes turn gold at Dark I and progress to red at Dark IV. Chiss naturally have eyes with red sclera and orange-red irises and pupils while Mirialans and Sith purebloods have this as a customization option.
  • Red Mage: The Sith Sorcerer and Jedi Sage are both mage and priest, even in their most "magey" specs.
  • Red Oni, Blue Oni: The color scheme for Sith and Republic, especially in starships and bases.
  • Red Shirt Army: Some of the space battles start off with the player being part of a fighter formation and... yeah. In a lot of cases it's not even that they're destroyed, they just don't do anything mechanically.
    • Any army or squadron sent ahead of you on a mission will end up as one of these, either already dead or minutes away from being slaughtered. There's a reason why they need player help so much.
  • Relationship Values: All of the game's companions (at least five for each class) have these. The relationship can be affected through dialogue, and with gifts.
    Daniel Erickson: "So you can actually say, Oh yeah, sorry I two timed you with that other person. But look! Presents!"
    • Approval, the original mechanic, could go up and down, even into negative numbers. Influence, the mechanic as of Knights of the Fallen Empire, could only go up—companion disapproval just advanced it less, making it beneficial, if there was no "[companion] approves" choice, to go with the one that annoyed them!
  • La Résistance: The separatist movement on Ord Mantell is seeking to overthrow the corrupt planetary government backed by the Republic. And there is an armed resistance on Balmorra fighting a guerrilla campaign against the Imperial occupation with Republic support.
  • Reset Button: Knights of the Fallen Empire essentially throws the player character into a deep freeze, destroys all the existing storyline development up until level 60, and sets them out in an unfamiliar galaxy ala The Exile.
    • In the mechanical sense, players have the option of resetting story line quests or backing out of conversations in the event they choose the wrong options or dislike the outcomes, but only until they're completed.
    • The Nathama Conspiracy destroys the Machine Gods, the Gravestone, and the Eternal Fleet, thus nullifying Iokath and Zakuul's military advantages and bringing the focus back to the Republic vs Empire conflict. The Alliance the Outlander built up does remain intact, however, and can maintain its independence regardless of what faction you support.
  • Recurring Boss:
    • HK-47 for Imperial characters. He is fought in the Imperial-only Flashpoint The Foundry and in the faction-shared flashpoint The False Emperor. He also shows up one more time to defend his creator in the Temple of Sacrifice Operation.
    • Revan for Imperial characters: First in the Foundry, later in the Shadow of Revan expansion.
    • Malgus for all characters: first in the False Emperor flashpoint, later in the Onslaught expansion.
    • Kephess is fought in both Explosive Conflict and Terror from Beyond.
  • Ret-Canon: The 2016 update added in a lightsaber based off of Kylo Ren's—an extremely rare case of something from the current canon being added into the old Legends continuity.
    • This has continued onwards since then, with (most notably) Jedi Under Siege explicitly mentioning Ach-to as a potential true homeworld of the Jedi Order since the Jedi's records are a mess and the ones on Ossus are older than those on Tython.
  • Rewarded as a Traitor Deserves:
  • Ridiculously Cute Critter: The Ortolans, who are pudgy blue Ewok-sized humanoid elephants (Max Reebo from Return of the Jedi was one). Yes. They experience the harshness of both Hoth's climate, and the aggressive campaigns initiated by both the Republic and the Empire there.
  • Right Behind Me: During the reunion between Imperial players and 2V-R8 in Knights Of The Fallen Empire, Toovee is initially unaware that his former master is standing right behind him while he's complaining about them.
  • Right Hand Versus Left Hand: In the final battle with Tenebrae in Echoes of Oblivion the main reason the heroes are able to intervene in time is that the remnants of The Hand (the fanatical worshipers of his Darth Vitiate persona) were distracted in their attempts to aid him by an attack by the remnants of the Scions (the fanatical worshipers of his Valkorian persona) who were also trying to aid him. By the time the Commander and allies arrive they've mostly wiped each other out.
  • Robot War: The Eternal Empire from Knights of the Fallen Empire conquers all of the other factions with an advanced fleet and army almost entirely composed of remotely-commanded droids. It comes back to bite them when a rogue droid hacks the entire network in chapter 15 and seizes control of the Eternal Fleet.
  • Rooting for the Empire: Although the game presents the possibility of good and evil characters in both factions, there is still a group of people on the official forums that believe the Sith to be better than the Jedi because they believe the Jedi to be too strict and hypocritical, even though the same could be said about the Sith. This has lead to debates about the Light Side and the Dark Side that are treated like serious philosophical arguments.
    • The novel "Fatal Alliance" revealed one truth about the Sith of this era. As some know, the Jedi policy of taking children from their families for training was controversial both in-universe and in fandom. Well, the Sith of this era do the same. Such Sith lose their claim of being the way of "free" Force-users and aren't better than the Jedi Order in restricting every born Force-sensitive. Except it's lethal.
      • This was already part of the Imperial Agent's storyline. One of his companions has slight Force potential and was been hidden from the Sith.
    • There are many people who root for the empire for completely unrelated reasons, like evil being cool, their various fashions, sexy Evil Brit accents, the pleasure of getting to wield Force Lightning both inside and outside of combat, because all of their class story-lines play with or Subvert The Hero archetype that RPG's always force players into, and just because they like the Imperial companions. More Imperial than Republic guilds are registered for a reason.
    • There's also the fact that one can play a light-side Imperial or Sith, which many find more interesting than playing a good guy who belongs to the faction where you'd expect to find them. The appeal of Another Side, Another Story also comes into play, as most Star Wars media is centered on the Republic. Of the four permutations (Light/Dark, Imperial/Republic) there is definitely an Only Sane Man aspect to a Light Imperial. And it helps that a Light Side Imperial/Sith comes across as a reasonable person, whereas a dark side Republic/Jedi character spends most if their time acting like a schoolyard bully.
    • There's also the fact that the Imperial class plots are typically seen as more interesting in the early part of the game.
  • Rousing Speech:
    Jace Malcom: For centuries, Alderaan stood as a beacon of hope in the Republic. But the Empire came, and with one savage strike, brought Alderaan to her knees. Now, time is running out as few are left to face the enemy. For those that remain, there is but one choice. We must fight—to victory, or death—for the Republic! […] While the sacrifices are heavy, we fight knowing that a single spark of courage can ignite the fires of hope, and restore peace across the galaxy.
    • The Sith Inquisitor can offer one to Moff Pyron's forces before testing the Silencer superweapon against a Republic battle fleet.
    • The Outlander offers one in Chapter 9, the Outlander could offer an inspiring or oppressive speech to the new-found Alliance.
  • Running Gag:
    • The Sith Inquisitor's conversation choice of "Shock him". The mentality might come from a quest on Korriban where you must try different methods to get a holocron from inside a... pyramid thing, and after trying other methods, the Inquisitor says, "Just open, damn it!" and shocks the pyramid which opens it to reveal the holocron. So there's a precedent for the effectiveness of shooting lightning.
    • The Sith Warrior's snarkier/bloodthirstier comments often involve a simile where the enemy is crushed like an object, where the object is something relevant to the conversation.
    • Random galactic denizens who insist on trying to bully, strong-arm or otherwise tangle with the player character. Usually when insisting they've fought your kind before and are not afraid. Especially notable with the two Sith who besides any other reputation and player alignment (or Khem Val/Dark Jaesa in the room) are certainly from the group of space wizards who kill for fun.
    • Every healer (except Quinn) has a Won't Take "Yes" for an Answer gag when they join the party.
    • Vette has a "Did I mention I have a fear of [dying from local hazard]?" ambient comment on every planet.
  • Running the Blockade:
    • The opening cutscenes for the Smuggler and the Trooper both have their ships bum-rushing through the middle of a Standard Starship Scuffle between the Republic and the Ord Mantellian Separatists, and both blast a couple Sep fighters out of their way. The Smuggler in particular comes in so hot they're forced to make a controlled crash landing on the pad.
    • When the Jedi and Republic were unable to break the Mandalorian blockade of the Hydian Way, a group of smugglers, sensing the opportunity for profit, came together to start running supplies through it to the increasingly desperate Coruscant. This eventually led to the battle between the smugglers and the Mandalorians which enabled them, and the Republic, to finally break the blockade.
    • During the Battle of Corellia, the Empire forms a blockade around the planet, and General Garza has to contract some smugglers to move troops past it.

    S 
  • Sadistic Choice:
    • The ending of Act I for the Imperial Agent, where you have to choose between stopping a terrorist attack and letting the terrorist go free, or arresting the one behind the attack after letting the terrorist kill thousands. This choice is made more complicated with the fact that you are told that stopping the terrorist attack would involve a "suicide run." Fortunately there are two other options. One is becoming The Dragon to the terrorist while the other is convincing him to stand down.
    • In Act III of the Trooper storyline, you are forced to choose between saving Sergeant Ava Jaxo, a recurring character that helped you throughout the story and a minor love interest for a male trooper, from death by Explosive Decompression, or 300 Republic POWs on an Imperial space station.
    • In Chapter 8 of Knights of the Eternal Throne, you are forced to choose between saving either Vette or Torian first. The companion you try to save next will be killed by Vaylin right in front of you. Valkorion lampshades this when you're about to make the choice.
    • The Fallen Empire/Eternal Throne duology actually have quite a few of these. Tellingly, most of them lack the Light Side or Dark Side distinction to hammer home the Grey-and-Gray Morality of the choices.
  • Samus Is a Girl: The Imperial Agent story ends on a rather epic version of this. It turns out that Hunter, who has been teasing the agent, even face-to-face, since Act II, is actually a woman who has been compelled to disguise herself as a man via holographic technology for most of her life and has either fallen in love with (if male) or is envious of the agent's freedom of identity (if female).
  • Sarcastic Clapping: One of the bosses of the Esseles flashpoint, Ironfist, does this when you first meet him. Use the emote named after him, and you can do this as well.
  • Save Scumming: By hitting Escape, a player can quit and restart any conversation they are in. This allows you to switch Light/Dark Side choices, test companion affection changes, or just preview dialogue. Nevermind the fact that you're Save Scumming in an online game. This is frequently necessary thanks to maddeningly obtuse dialog options that don't match the actual decision they represent.
  • Save the Villain: When you have an enemy concerned and defenseless, usually the Light-sided option is for you to either take them as a prisoner or let them go.
  • Savvy Guy, Energetic Girl: The (male) Jedi Consular and his Padawan, Nadia Grell (Especially if she's romanced). The Consular is calm, stoic, and at times, The Comically Serious, while Nadia herself is a Genki Girl who loves exploring the places her master takes her.
  • Sawed-Off Shotgun: The preferred weapon of the Scoundrel is the Star Wars version of this, a "scattergun".
  • Scavenger Hunt: The Great Acquisitions Race World Event is this, with players having to hunt for items on both Nar Shaddaa and each side's respective capital world for the Chevin Consortium.
  • Scenery Gorn:
    • At the end of Chapter 1 for the Jedi Knight, you see the effects of the Desolator weapon on a farming world called Uphrades. It's pretty in the most horrible way imaginable.
    • The Imperial space mission "Skaross Fortification" has the player defending a space station from bombers. After one run by the battle, the ship swings around to show that, right behind where the mission started, is a planet in the process of falling apart at the seams. All rendered in gorgeous detail.
    • The broken, poisoned ruins of Taris, covered in the wreckage of a starfleet and a massive city.
    • Oricon. The place is the Star Wars answer to Mordor, run by a council of insane (even by their marginal standards) ex-Sith. It is covered in rivers of lava, twisted vegetation, nastily deformed beasts, and creepy architecture.
    • Ziost. It was a thriving Imperial city-world, but then The "former" Sith Emperor decided to possess a large chunk of the population and turn the whole planet into a blood-fueled frenzy. And once the Player Character succeeds in distracting him, he vapes the entire planet using a World-Wrecking Wave. The Player Character can go back down to the surface of the world and look at the devastation left behind. Nathema in Eternal Throne is similar to this.
    • The war-torn worlds of Corellia and Balmorra have their fair share of both Scenery Gorn and Scenery Porn.
  • Scenery Porn: You can watch it through a shaky, handheld camera of some guy playing through at PAX and Tython still looks jaw-droppingly gorgeous.
    • According to the Developers, the entire landscape is completely handcrafted, down to the lighting. So, if it's not Scenery Gorn, it's this.
    • Alderaan's snowy mountains and meadows, Rishi and Rakata Prime's tropical paradise, the vibrant city of Nar Shaddaa, and the gorgeous glaciers and jungles of Belsavis. Even the barren fields of Hoth have a cold, harsh beauty to them, if you're into frigid, desolate ice worlds.
  • Schmuck Bait:
    • What's this Interesting Skull surrounded by dead jawas in the Tatooine desert? Why don't you click it and find out.note 
    • Do click the Mysteriously Slain Jedi surrounded by trooper corpses on Taris. It will most certainly not spawn a world boss that tries to eat you.
    • The Forbidden Knowledge tablet on Voss is definitely a lore object, and not the key to summoning an endgame boss that requires 16 people and lots of specific items to take it down.
    • A Bounty Hunter class quest has the player breaking into a palace on Alderaan. Early on, the player character discovers a Conspicuous Security Chest with a dead Imperial nearby. Examining the Imperial reveals he died of poison darts...
    • One of the types of Exploding Barrels you can detonate is filled with toxic gas. Although it will help destroy your enemies, if you are within range, it will poison you as well.
    • The Inquisitor can lure Ashara to a meeting point by using a Sith holocron as bait. Surely meeting a mysterious stranger offering secret knowledge in a lonely spot will not be dangerous at all and looking into the mysterious object should be perfectly safe.
  • Schrödinger's Player Character: This was often averted in the vanilla game, as the other class and faction questlines were, in many cases, implied to have happened regardless of what your Player Character is like. For instance, Taris is rebuilt in the Republic campaign, and torn apart in the Imperial campaign, and Corellia is conquered in the Imperial campaign, and liberated in the Republic campaign, and you need to complete both the Sith Warrior and Jedi Knight class storylines to fully understand what the Sith Emperor is up to in the vanilla game. However, there are certain planetary story arcs such as the one on Tattoine where the Republic and Imperial variants couldn't possibly coexist. Furthermore, this does start getting played straight from Shadow of Revan onwards, as the PlayerCharacter's influence grows to such an extent that it couldn't possibly be counteracted by other classes or factions.
  • Sci-Fi Writers Have No Sense of Scale: A Knowledge Broker on Nar Shaddaa manages to hack the entire holonet. Considering how many more people live in the Star Wars galaxy, compared to just Earth...
  • Screw the Rules, I Have Connections!:
    • Gayem Lekshende, A Czerka Corrupt Corporate Executive and the Arc Villain for Republic Tatooine players, doesn't hesitate to order the death of SIS personnel and the player, who 3/4 of the time is an agent of the Republic Military. He assures you that any "incidents" will be excused thanks to Czerka's many representatives in the Senate. Ironically subverted, as his unlawful actions were one of the many charges leveled against Czerka which allowed its assets to be lawfully seized by the Republic.
    • The Sith characters run on this, with the "connection" being "I belong to a dark wizard aristocracy that revels in anger."
  • Screw the Rules, They're Not Real!: One of the Sith Inquisitor PC's best weapons in general is that while they may appreciate Sith traditions depending on roleplay, they're not nearly as hidebound to them as other Sith, especially their Arch-Enemy Darth Thanaton. In fact, they can frequently make note of the last line of the Sith Code, "Through victory, my chains are broken / The Force shall free me," arguing that the entire point of being a Sith is not having to follow arbitrary rules the way the Jedi do. At the climax of the class story, Thanaton tries to rally support from the Dark Council against you after losing the Kaggath to you on Corellia. The other Lords of the Council have about had it with him, though: Darth Ravage pooh-poohs the whole concept of the Kaggath and he and Darth Marr annoyedly wonder why Thanaton hasn't just had you assassinated instead of beating around the bush all this time. (He's tried; it didn't work.)
    Darth Ravage: The Kaggath is a playground game. Murder has no rules!
  • Screw This, I'm Out of Here!: During the Imperial quests on Hoth, you have the chance to work with an Ortolan engineer over a heating plant. If you choose Light Side, he activates some turrets for when Republic reinforcements arrive, but if you go Dark Side and tell him that the Imperials don't need his help, when the Republic forces arrive, he informs you he's going off to lunch.
    • In Chapter X of Knights of the Fallen Empire, Koth Vortena will abandon the Alliance if the Outlander sides with Firebrand to bomb the city of Zakuul.
  • Screw You, Elves!: The Light-Side Sith Inquisitor can deliver an epic verbal smackdown against the Jedi for their Holier Than Thou attitude and dogmatic belief that any emotion leads to the Dark Side;
    Inquisitor: I have more light than you'll ever have... and I love!
  • Sealed Evil in a Can: The Infernal One, main antagonist for the Eternity Vault raid-we don't know that much about him other than that he's a Rakata Sith and apparently a genius at droid-making (the opening boss of the raid nearly wiped the characters in the developer walkthrough). Oh yeah, and the Eternity Vault was made by the Infinite Empire, which begs the question-what kind of person would scare the builders of the Star Forge enough to put him in there? And what's more, how did he get control of it? And why didn't the Rakata use their traditional can for criminals?
  • Secret Legacy: Early on in their storyline, the Sith Inquisitor is revealed to be the direct descendant of the long-forgotten Sith Lord Kallig.
  • Seduction as One-Upmanship:
    • One stage of the Sith Warrior's story on Dromund Kaas has them sent to assassinate the son of Grathan, a renegade Sith Lord whom their master, Darth Baras, views as an obstacle. One option is to make a secret deal with his wife Lady Grathan to instead help her son Kill and Replace her husband; male Warriors then get the option to have sex with the grateful Lady Grathan. Darth Baras, who isn't aware of the agreement, is very amused when the Warrior tells him he killed Lord Grathan's son and then slept with his wife; not so much Lord Grathan the Younger, who tries to have the Warrior assassinated later.
    • Defied in the Sith Inquisitor story on Tatooine. Andronikos Revel's mutinous ex-first mate Sylas Wilkes has been trying to get Andronikos's ex-girlfriend Casey Rix to become his mistress, and when confronted, he brags to Andronikos about having taken his ship, his cargo, his blasters, and now his girl. He's completely unaware that Rix still has a significantly better opinion of Andronikos than of him, and Honey Trapped him into staying put long enough for Andronikos and the Inquisitor to reach his hideout and kill him so she could take his job.
  • Seduction-Proof Marriage: During the Sith Inquisitor mission on Voss, you meet researcher Athelis Kallis, who, if male Inquisitors choose the flirt option, states that she's married. Happily Married.
  • Sequel Escalation: The cinematic trailers seem to indicate that BioWare are trying to top the films in terms of outlandish Jedi duels and never-before-seen situations:
    • An army of Sith warriors.
    • A Jedi using a two-bladed-lightsaber-and-normal-lightsaber combination.note 
    • A lightsaber strike deflected by a thrown lightsaber.
    • A combatant catching a lightsaber blow with their bare hand (and presumably some help from the Force).
    • Republic soldiers taking on Sith and actually winning.
    • The increasingly deteriorating appearance of Darth Malgus. The way he looks in the Coruscant trailer is a result of the battle in the Alderaan trailer (which is itself a vendetta by Satele Shan after what happened in the Korriban trailer).
  • Sergeant Rock: Sergeant Rusk.
  • Sex Is Evil: The Jedi Code discourages Jedi from engaging in romance. In an early quest, the player gets dark side points if two Jedi in a covert romantic relationship are encouraged to pursue it rather than end it. Since it's one of the starting quests, the morality is made rather obvious when one of the two is willing to kill you, a fellow Padawan she's just met, to protect their secret.
    • Ironically enough this is also subverted: the Jedi don't have any real problem with emotionless sex as it tends to produce rather powerful Jedi — it's the emotional attachments that come with it that are allegedly a problem. The current Grand Master even has a son.
    • Other than that, it's averted most of the time, with the Light side Sith Inquisitor in particular showing that love (and sex) and the Light side are not exclusive, although the concept shows up once during their storyline when you can sleep with a member of your cult who practically worships you for Dark side points due to abusing your status - sadly, there's no non-Dark side answer in the conversation except for insulting her or not taking it.
  • Shadow Archetype: The Republic SIS is usually full of the dog-shooting, ruthless Republic characters, who do the bad things in the "good" faction. Imperial Intelligence is loaded with relatively sane and reasonable Imperial characters, and tend to be the "good" part of the "evil" faction. Theron Shan and Lana Beniko typify this perfectly.
  • "Shaggy Dog" Story:
    • Playing a character on both factions causes this in certain planetary story arcs. Republic players on Taris and Sith players on Balmorra cement their faction's control on the planet. Sith players on Taris and Republic players on Balmorra undo those accomplishments and drive the other side off the planet.
    • The Republic questline on Makeb involves a mad scramble to build and fill a ship that can be used by the population to escape the exploding planet. The Imperials, on the other hand, prevent the planet's destruction outright, giving them access to the vital minerals on the planet. The planet is still so damaged that anyone left on the surface would have died, so it's not an entirely straight example.
    • The Republic Belsavis storyline has you helping Warden Graal solve the various problems plaguing the prison. Almost immediately after the storyline ends and you leave the planet, Graal is murdered by the Dread Masters, who are freed during the Imperial storyline.
    • Ultimately the entire war. The whole thing was a plot by the Sith Emperor to wear down both sides before hitting them with his real empire. When the player character comes back after a five-year timeskip at the beginning of Knights of the Fallen Empire Zakuul has conquered both factions.
    • Knights of the Eternal Throne ends with the Player Character becoming the most powerful person in the entire galaxy, thanks to defeating Valkorion and claiming the Eternal Throne. This doesn't last very long, as the follow-up storyline on Iokath and Nathema cripples the Alliance's military supremacy, forcing you to ally with either the Republic or the Empire to maintain your influence on the galaxy.
  • Shield Bash: During the final fight with Arcann from Chapter 16 in Fallen Empire you pick up a shield and have to dodge his attacks. If your shield absorbs enough energy, you can whack him with a shield.
  • Shielded Core Boss: Mentor from the 'Directive Seven' flashpoint can only be defeated after destroying all four generators. The Vigilant in the 'Czerka Core Meltdown' flashpoint has similar mechanics as well.
  • Shock and Awe: The speciality of the Sith Inquisitor class is Force Lightning; there is little they don't solve by liberal application of electricity, as almost every skill they have is based around it. The Trooper also has a number of skills that utilize this.
  • Shoot the Dog: Dark Side Republic Troopers, or just ones who want to get on General Garza's good side, will do this all the time. Also, it seems like everyone who isn't corrupt, or consorting with the Empire, does this at some point.
  • Shoot the Shaggy Dog: The fate of the Promised Ones on Taris. They were a minor group of outcasts from Knights of the Old Republic whom the player could choose to help find "The Promised Land"; as it turns out, they did find their Promised Land, which was an automated colony that could see to their every need, but over the centuries, supplies started to run out, vaccines stopped working, education was de-emphasized, the droids tending to them started to shut down, sterility became rampant due to toxins in the environment, and the struggle to survive on a post-apocalyptic world took its toll in general. By the time the player finds out about their fate, they have been extinct for many years, having been picked off by Rakghouls.
  • Shop Fodder: Very common. The item descriptions make no attempt to hide it either. Players can, however, send a companion on a one-minute mission to sell these to a vendor.
  • Short-Range Long-Range Weapon: All pistols and rifles have a range of only 30 meters, as does a Sith Sorcerer's lightning or a Jedi Sage's telekinesis. A dedicated Sniper or Gunslinger gets this extended... to 35 meters. In real life, this is still about half of pistol range for a decent marksman.
  • Shoulder Cannon: Vanguards and Powertechs have a shoulder mounted cannon that can be activated and used even when they get stunned.
  • Shoulders of Doom:
    • Darth Malgus, the Sith Lord in all three trailers, has bitchin armor all around, but to no one's surprise his shoulders are big enough to land fighters on. Sith armor in general tend to have massive pauldrons, such as Darth Baras' giant shoulder triangles.
    • The Imperial Guard are sometimes given shoulder-wear that would make most doorways a dicey prospect, as it extends about six inches past the shoulders in a tapered point.
  • Shut Up, Hannibal!: The Imperial Agent can do this at the end of their first chapter:
    Darth Jadus: All you have done is ensure that the cruel, purposeless reign of the Dark Council continues.
    Agent: I'm sure your cruel, purposeful reign would have been much better.
  • Simple Solution Won't Work: In Shadow of Revan, following the Battle of Rishi, you learn that Revan has fled to Yavin 4 with his remaining forces, hoping to reawaken the last remnants of the former Sith Emperor's spirit so he can be permanently killed. The Player Character can suggest just letting Revan do it — Darth Vitiate dying would be a net positive for both the Republic and the Empire — but Darth Marr points out that if Revan cannot defeat the Emperor after awakening him, the Eldritch Abomination that is Darth Vitiate is likely to start draining the life from entire planets.
  • Single-Biome Planet: Besides the preexisting canonical or deuterocanonical examples of Tatooine, Coruscant, Hoth, Korriban, and Nar Shaddaa, when this happens it's justified by the fact that you're only actually visiting a small section of the planet.
    • Quesh and Hutta are both toxic swamplands—Quesh due to naturally occurring toxic chemicals from the interior leaking onto the surface, Hutta due to massive industrial pollution. In both cases the native wildlife has adapted rather than dying out.
    • Dromund Kaas is technically a garden world, but its play area is perpetually overcast and twilit.
    • Alderaan, also a garden world, is a notable aversion in that its enormous play area is a craggy mountainous region that gets snowier or more temperate based on altitude. There's even a sea coast at the far southern end. The whole effect rather resembles northern Italy or southwestern Canada.
    • Lampshaded and discussed by a couple of militia guards at the Republic's Outpost Thorazan on Tatooine:
    Militia Guard 1: You know, some planets don't have to put up with this all the time. The heat, I mean.
    Militia Guard 2: Yeah?
    Militia Guard 1: Yeah. Most planets have these things called "seasons". Sometimes it's hot, sometimes it's cold, but most of the time it's downright tolerable.
    Militia Guard 2: Huh.
  • Sitcom Arch-Nemesis: After getting infected with Sand Rot, Rowan Delk (from the Jedi Consular storyline) forms an animosity towards his strict nurse, constantly referring to her as "Darth Nurse" and "She Who Must Be Obeyed".
  • Slave Collar: Vette, a Sith Warrior companion, starts with one until removed. It comes with a shock function, for when you're tired of her sassy remarks, or just want some dark side points.
  • Slave Mooks: Several of the Ord Mantell separatists are only fighting due to threats, and being forced to consume stims that keep them from thinking straight.
  • Slave Race: Twi'leks and Zabraks for the Sith Empire (unless they have Force talent).
  • Sleeping with the Boss: In many class storylines, you can romance your companions and technically, most of available companions are subordinates of the Player Character. Elara Dorne even lampshades this, observing that intimate relationships between a commanding officer and a subordinate are forbidden by military regulations, but reciprocates your advances, anyway. She fills out the necessary paperwork to legitimize it. Also averted with a male Imperial Agent and Watcher Two; she's roughly equivalent in rank to you, but when she gets promoted to Keeper decides to call of the relationship...for now, at least.
  • Sliding Scale of Anti-Villains: Should one keep on choosing Light Side options while playing an Empire character, one ends up firmly planting somewhere on here, with varying degrees of Noble Demon.
  • Sliding Scale of Gameplay and Story Integration:
    • In-game, Sith gain access to Force Lightning and Force Choke. Naturally, the game has the option to electrocute or choke people to death with it in story.
    • Tharan has a holographic AI named Holiday. For his crowd control ability (as set to a healer), he will not zap mobs or spray carbonite on them, but will have Holiday appear and distract them.
    • A sidequest on Taris has the PC volunteer to be the test subject for an updated rakghoul vaccine (the old one from Knights of the Old Republic is used to sensitize their immune system so the immunologist studying the disease can get antibody samples for the current strain of the virus), on the grounds that they have an extremely healthy immune system because they get shot, stabbed, clubbed, poisoned, lightsabered, etc. on a daily basis and always get back up. In other words, they're a video game character with HP regeneration.
  • Smug Snake:
    • Meet the Bounty Hunter's Act I nemesis, Tarro Blood, the most smug, cowardly, dishonorable Mandalorian ever.
    • Ditto the Smuggler's Act I nemesis, Skavak.
    • Jedi Master Corin Tok is a rare heroic version of this trope. A leader of the Jedi on Corellia during the Imperial storyline, humblebrags about being essentially invincible, nicknamed "The Sith Butcher" and compares himself to heroes like Revan and Bastila Shan. Kicking his face in is a rather cathartic moment for Empire players.
    • Gyl Rosen from the end of the Sith Inquisitor's first act; a Nar Shaddaa crimeboss now in possession of the Inquisitor's ancestor's lightsaber. When you go to retrieve it from him, he rather arrogantly tells you that you are going to listen to his offer, and that he is backed by four of the toughest mercs on Nar Shaddaa; "They make the Sith look like schoolteachers". He then tells you that you either become his "personal Sith" and work for him, or you pay him three million credits for Lord Kallig's lightsaber. At which point you can say "No", and shock him instead. Enraged, Gyl orders his mercs to attack, only to discover he doesn't pay them enough to tangle with a Sith. And then you can kill them all anyway, only to discover they're just regular mooks, hardly the Sith killers Gyl tried to fool you into believing they were. It's very pleasant to have Gyl screaming at them to kill you when moments before he was attempting to boss you around.
    • Darbin Sull on Corellia. A member of the Corellian Council who defected to the Empire so he could become the new prime minister, Sull is a cowardly, selfish weasel who constantly sycophants his new masters. Eventually, Darth Decimus gets sick of his attitude and orders the Imperial PC to Reward Him As A Traitor Deserves. If the PC refuses, Sull quickly proves to be an inept prime minister who runs shrieking to the Sith at the first sign of defiance.
    • Lord Draahg, Darth Baras' apprentice, who cannot seem to stop boasting about his own superiority.
  • So Beautiful, It's a Curse: A conversation with Vette reveals that her older sister, Tivva, was very beautiful when the two of them were growing up, and since they were slaves, this was a very bad thing. Their mother tried to hide Tivva's beauty, with Vette mentioning that she once broke her nose, and while this solution worked at first, it was only temporary, and when Tivva's beauty was discovered, she was promptly sold off.
  • So Long, and Thanks for All the Gear: Companions who leave take their gear with them, but fortunately there's an option on departed companions' pages in the companions panel to reclaim it if you want.
  • Socialization Bonus: While you can complete any class storyline on your own, with just the AI companions, you get "Social Points" for beating quests (and particularly picking matching dialogue responses) with other players, which, in turn, unlocks unique equipment. Not to mention that playing in a party increases the likelihood of rare loot.
  • Soldier Versus Warrior: The Republic? Soldier through and through. There's the Trooper and Havoc Squad, of course. and several other Republic companions are soldiers. The Republic takes a lot of heat for being "slow," and "inefficient," but they have a larger population, better infrastructure, and a functional (though far from perfect) government. The Imperials and their Sith leadership are certainly warriors, with a culture of ruthless survival and self-advancement, led by their Ax-Crazy theocratic cabal of Sith, with a massive hit of Chronic Backstabbing Disorder. It means that only the strong survive the brutal Training from Hell and the backstab attempts from their peers. So, yes, the average Imperial would be able to defeat the average Republic counterpart. It also leaves them with fewer experienced officers, Force Users, soldiers, scientists, etc. The officer can't trust his underlings (who may be out to murder him for advancement). The underlings can't trust their commanders (who may be advancing himself by sending them into a slaughter). Worse is that the Only Sane Employee, their Intelligence Services, get very little respect. Couple that with their Fantastic Racism policies making only two races eligible for citizenship (and a third, the Chiss, nominally tolerated), with everyone else going to the slave pits unless they're Force Sensitive, and their Third World levels of infrastructure, and it's obvious why they were able to do very well with a shock and awe attack on the Republic and make early gains, but ran out of steam and was in serious trouble come the Makeb arc.
  • Space Cold War: The whole game is the Cold War In Space, with both sides constructing planet-destroying superweapons and supporting numerous planetary conflicts, secretly or openly.
  • Space Compression: In the Consular storyline on Voss; a quest has you find the camp of a lost archeological expedition and rescue the survivor, who expresses amazement at a Jedi turning up so far in the wilderness. Not only is the camp immediately outside a Republic outpost (which you can see in the background during the conversation), but a Jedi master is standing in a tent literally five feet away.
  • Space Western: Smugglers, with their Badass Longcoats, cowboy hats, and revolver-looking blasters.
  • Spikes of Villainy: The concept art for the Sith Inquisitor class's high-end armor.
  • Spirit Advisor: The Sith Inquisitor occasionally receives guidance from the spirit of their ancestor.
    • In Knights of the Fallen Empire the Outlander receives mostly snarky comments from Valkorion.
  • Spontaneous Human Combustion: Unlike NPCs, the fully-evolved rakghoul plague will cause the PC's limbs to briefly mutate before a buildup of spores causes their body to explode, killing them and spreading the plague to others nearby.
  • Spontaneous Skeet Shooting: The Gunslinger's and Scoundrel's default animation for their out-of-combat self-heal has them toss a coin into the air and then shoot it out of the air with their blaster pistol.
  • Squad Nickname: Havoc Squad is the main focus of the Trooper storyline. During that plotline, you also encounter the Safecrackers, who specialize in taking bunkers.
  • Stab the Sky: The Jedi Knight and Consular both do this after each builds their first lightsaber.
  • Stacy's Mom: There are a couple of conversation options that allow you to flirt with Senya Tirall, a woman old enough to be the mother of Arcann and Vaylin, although nothing will come of it since it's implied that she's still not over Valkorion.
  • Staged Populist Uprising: A Republic storyline centers on an uprising on a prison planet. The rebels are descendants of convicts and are quite angry that they are treated like prisoners themselves. However, you discover that the insurgents are manipulated by Imperial agents who want to destabilize the planet.
  • The Starscream: Some of those in the Empire suffer from this, with their primary goal being self-advancement, with the Empire itself coming in a distant second. This is highlighted thoroughly during the Bounty Hunter's quest line on Balmorra in the low 20s. The Imperial they're getting close to edges pretty close to the Too Dumb to Live category, sabotaging his side's war effort to discredit his superior, and getting 'his' superior killed.
  • Static Role, Exchangeable Character: "Havoc Squad Lieutenant". In the end of Act I of Republic Trooper's storyline, you get promoted to Captain and must, in turn, promote one of your two organic companions to squad lieutenant. Both Jorgan and Elara are happy if you pick them, but for different reasons: to Jorgan, this is the restoration of his old rank that he was unfairly stripped of; to Elara, this is the long-overdue recognition of her skills and dedication to the Republic's cause. Regardless of who it is, however, they dutifully serve as your second-in-command for the rest of the campaign.
  • Stat Stick:
    • The Sage/ Sorcerer's lightsaber exists primarily to provide stat bonuses; they get precisely two attacks that use the lightsaber in their entire class progression, and many Sorcerers and Sages remove one of them from their quickbars. The worst of this trope is however averted, as a weapon's actual damage stat is only used if the attack hits with it.
    • The pistol for the Powertech skillset only has one attack, with most attacks being done using gadgets built into its armor.
  • State Sec: Imperial Agents.
    • The Republic has the Geno-Haradan, who give Bounty Hunter players some trouble.
  • Statuesque Stunner: Female body type 3.
  • Status Effect-Powered Ability:
    • Several classes have abilities that trigger when targeting an enemy who is affected by a Damage Over Time effect, either causing increased damage or spreading the effect to other nearby enemies.
    • High Impact Bolt and Rail Shot are powerful ranged attacks that can only target an enemy who is either stunned or suffering from a damage over time effect.
  • Stealth Hi/Bye:
  • Stealth Insult: Yes, the Mandalorians are allied with the Sith again. But they fully admit to the Hunter that they're only doing so because they want to challenge themselves against the best warriors in the galaxy - the Republic and Jedi. For all their posturing, the Mandos consider the Empire too stupid and weak to be a worthy challenge. But hey, They're good for a paycheck.
  • Stealth Pun: A few, such as the fact that most if not all romance conversations have to take place on your ship.
  • Sticks to the Back: Any two-handed weapon used by characters, along with most non-lightsaber blades. Pistols and lightsabers use hip glue.
  • Sticky Bomb: There is a Heroic Moment ability called Sticky Bomb. When thrown at an enemy, it will detonate after a few seconds, dealing damage to the target and up to three enemies nearby. Enemies in a threat category below "strong" will flail around and try to remove it, which counts as them being stunned for its duration.
  • Stop Poking Me!: If you click on companions enough when they have no new conversations, they'll start getting cheeky.
    M1-4X: You needn't worry, sir, my armored chassis is impenetrable to your touch, no matter how repetitive!
  • Story Branch Favoritism: Knights of the Fallen Empire is heavily biased towards force users. There is one particular chapter where Jedi and Sith characters will prattle on for hours about the philosophy of the force, ending with the character building a new weapon. For force users it's the symbol of their new enlightenment and knowledge of a new side of the Force; for everybody else it's just another gun and means they can finally get away from the crazy religious people. Also, all of the chapter ads feature the default Jedi Guardian as the Outlander.
    • To a lesser degree, the Imperial Agent story gets a much broader look at the big picture (see the Gambit Pileup entry) and one of their squad members is promoted to a major character in Knights. Within the Agent story itself there are several places where a Chiss character gets extra content, especially on Hoth (more than any other race in any story gets).
  • Story Difficulty Setting: Some flashpoints have a story mode in which you don't have to be in a group to do the mission. In addition to this, you will get a very powerful droid who will assist you in combat and several healing stations to help you get through the boss battles.
  • Strange Minds Think Alike: Early in the Sith Inquisitor storyline, when Zash asks how you retrieved the holocron from the tomb of Marka Ragnos, you have the option to make up a complicated ritual that involves devouring Tuk'ata hearts—prompting a puzzled Zash to remark that it didn't work when she tried it.
  • Stout Strength: The body 4 for male characters. The character is extremely fat, but he also has a lot of muscles.
  • Stupid Good/Stupid Evil: Most of the Light Side options are simply being patient and reasonable, and Dark Side cold pragmatism. The requirement to have a decision in most quests means there are plenty of these too however, which makes a full LS/DS run rather difficult. The game knows they’re stupid decisions as well, as you will get called on most of them. In addition, background Sith characters seem to default to Stupid Evil, which is a running problem for non-Sith Imperial characters. For example, an early Agent questline has your attempts to sway someone towards your faction derailed when a Sith murders his sons for no reason. Conversely, the tendency of background Jedi to be Lawful Stupid makes them the bane of Light Sided Sith, since their overzealousness will cause them to refuse to back down from easily avoidable confrontations, simply as a matter of principle. So much for "There is only peace".
    • One of the best examples of this occurs in the Black Talon Flashpoint. The transport ship you're on has been ordered to assault a Republic warship to capture a high-value defector. Naturally, the Captain of said transport recognized this as a veritable suicide mission and declined. Your party fights to the bridge to force the issue. The Light option is to spare the Captain and inspire the crew to undertake the attack anyway, the Dark option is to kill the Captain for disobedience and terrorize the crew into compliance. If spared, the Captain recognizes the Republic ship launching boarding pods and has them shot down, sparing you from having to repel boarders. If the Captain is killed, the crew mutinies while you board the Republic ship, resulting in pretty much the entire crew dying. Summarily executing an otherwise competent officer not only makes the mission more difficult (though not necessarily from a gameplay standpoint), but costs an entire crew who now don't have the chance to become experienced.
  • Superboss:
    • The Dreadful Entity in the Terror from Beyond operation can be only encountered on the 16-man Hard Mode version of it. While it was often regarded as a joke compared to Dreadtooth on 10 stacks, which drops the MacGuffin needed to spawn the Entity, after Update 2.0, it can now certainly qualify as That One Boss, especially considering everyone needs to be wearing a Dread Guard Corrupted Mask in order not be hit with a One-Hit Kill.
    • The Hateful Entity in 16-man Nightmare Mode Scum and Villainy is spawned via yet another MacGuffin dropped from the aforementioned Dreadful Entity. It is so difficult to beat that only a handful of known guilds have done it, with several threads on the official forums swapping strategies and progress towards killing it. It's even drawn comparisons to the Absolute Virtue from Final Fantasy XI before it was nerfed.
  • Super Serum: Used by a Nar Shaddaa terror cell in the Imperial Agent's storyline. Its known side-effects include a 100% chance of dying.
  • Supporting Protagonist: The later expansions have been forced to do this, simply because fully integrating all eight possible characters into the plot would be impossible.
    • In The Shadow of Revan the earlier stages are very much Lana and Theron's story, while the end game adds Master Shan and Darth Marr.
    • In Knights of the Fallen Empire characters occasionally claim the player character is in charge, but they get their marching orders from Lana and the main plot is about Senya and the spirit of Valkorion hanging around in the player character's head versus their children and SCORPIO.
    • Echoes of Oblivion essentially railroads you into becoming the keystone of Satele Shan's plot against Tenebrae, regardless of your prior relationship with her and the Jedi order. If you're playing as a Sith or Imperial character, Satele will even remark how unlikely it is that you of all people helped her save the world.
  • Surprisingly Realistic Outcome: In the Bounty Hunter's storyline, the final target of the Great Hunt is a famous Jedi Master and war hero. After the Great Hunt, you quickly find yourself having to deal with a massive Republic force determined to either kill or arrest you, because you murdered a Jedi Master.
  • Suspicious Spending: During the Smuggler Storyline, you run into a Republic spy on Balmorra who got busted for buying customized speeders beyond his salary.
  • Swiss-Army Gun: The commando's guns can fire a variety of different ammunition and are also capable of firing ion blasts and launching grenades. The mercenary's guns have traces of this as well. Some of your companions will heal you by firing healing bullets at you.
  • Switch to English: The Hutts in the Makeb storyline speak Galactic Basic when dealing with the player characters and only use Huttese when talking to one another. According to Dr. Oggurobb, all Hutts know Basic but prefer Huttese and he'd rather avoid linguistic trouble with you.
  • Synchronized Swarming: The ships of the Eternal Fleet would combine into a diamond shape when they are about to fire their massive laser beam.

    T 
  • Tactical Suicide Boss:
    • In Red Reaper, Darth Ikoral has a phase where he surrounds himself and two of his acolytes with a shield, and he also uses Force lightning on a random group member. If the targeted member positions themself so one of the acolytes is between them and Ikoral while he's channeling and then interrupts one of the acolyte's casts, the acolyte will die, and when both are dead Ikoral's shield will drop.
    • In Eternity Vault, Soa erects a shield in the final phase of his fight. This shield repels all damage. During this phase, he lifts massive pillars out of the ground and very, very slowly drops them on the party. If Soa gets hit by one of these pillars, his shield goes down.
    • In Explosive Conflict, Kephess pilots an invulnerable walker. Fortunately, he sends in Mooks armed with explosives which can be used to make the walker vulnerable.
    • In Depths of Manaan, Sairisi has two droids with shields around them who will transfer their shields to him to protect him. However, the droids appear to have some form of self-preservation programmed as they will retract their shields when their health gets low, leaving Sairisi vulnerable.
    • The Exarchs on the Star Fortresses surround themselves with invulnerable shields... and from there, bring online droids dropping shield-draining devices.
  • Take Cover!: A specific ability to the Sniper and Gunslinger skillsets, both of whom have several abilities that can only be used from cover. Both have Deployable Cover, just in case.
    • Applies, in a less significant way, to all players: Here, other classes are seen protecting themselves from a Macross Missile Massacre by hiding behind turret platforms.
  • Take That!:
    • Doubling as a Mythology Gag, character creation states that the Smuggler class "is always ready to shoot first, stealth up and sneak away after." In the original version of A New Hope, Han Solo — the character the Smuggler is based on — shoots a bounty hunter before the latter can react. In the Special Edition version, the scene was digitally altered and edited so that the bounty hunter fires at Han first, who dodges the shot and fires back in self-defence. The change was extremely controversial, and "Han Shot First" has since become an in-joke amongst fans. There is another reference to that same scene late in the Smuggler storyline from Master Sumalee if you decided to kill Darmas Pollaran.
      Master Sumalee: I'm going to preserve our good working relationship by assuming he shot first.
    • Early on in the Sith Inquisitor storyline, when your instructor asks you "Do you have any more stupid questions?" You can sarcastically answer "Don't you just hate how sand gets everywhere?"
  • Take Your Time: You can get an urgent message that someone needs to speak to you right now on a matter of great importance. Perhaps it's even a distress call from an ally under immediate attack, the transmission ominously cut off mid-sentence. But go ahead, drive back to the cantina, charge up your rest XP, do some crafting, hang out with your guildmates, or log off on come back to tomorrow, or next week, or next year, and nothing will happen until you get to the triggering location.
  • Taking You with Me: At the end of the Smuggler's storyline The Voidwolf attempts this twice; first when he's defeated, he lobs a thermal detonator at the player which they manage to throw back at him in time, then his death triggers a Dead Man's Switch that activates his flagship's self-destruct.
    • In chapter 1 of Knights of the Fallen Empire, the player can choose to ram Darth Marr's damaged flagship straight at the Eternal Fleet.
  • Talking Is a Free Action: While in a conversation PCs go into a kind of stasis where they cannot be attacked and abilities with durations are frozen. Since there is no time limit on selecting dialog in single player conversations a PC could remain frozen like this as long as they like.
  • Talking the Monster to Death: While rather rare, there are instances where you can avoid a fight with the right dialogue choices.
    • At the end of the Jedi Knight's Balmorra arc, the Resistance leader who was assisting you during the last leg of the arc tries to double cross you so he can steal the cloaking prototype for himself. If you completed an optional objective to secure valuable Imperial intel, you can use it to bribe him and his henchmen to back off.
    • During the Pirate Incursion event, in the "Reactor Ransom" Heroic daily, it is entirely possible to just pay Yarvok the 15 million ransom and complete the mission without any fighting. Doing this enough times even nets you an achievement!
  • Tattered Flag: Scorched and ruined flags are seen throughout the Government District on Corellia, as the Republic and the Empire battle for the planet's fate.
  • Teacher's Pet: Ffon to Overseer Harkun, so very much. You will wish them both dead every time Harkun tells you that your Sith Inquisitor will never amount to what Ffon does. You get half that wish fulfilled when Zash fries Ffon to death for trying to steal credit from your achievements. Harkun can be killed later when you eventually become a Sith Lord.
    • The Sith Warrior to overseer Tremel, though he is less overt about it.
  • Technicolor Fire: The tombs of Korriban and Dromund Kaas sometimes have torches of blue fires.
  • Technology Marches On: Zigzagged. Both factions rely on Kolto and medpacks instead of Bacta, since the latter hasn't been invented yet; and aside from a quip that won't be made for 3000 years, there's no indication that the Republic ever gained teleporters from either the Rakata's leftovers, or from the Gree.
  • That Came Out Wrong: During the Republic Bonys Series on Tatooine, if you do a quest of repairing moisture vaporators, the quest giver says "Thank you. I'll think of you next time I have a shower. Well, you know what I mean." Gender irrelevant.
  • That Man Is Dead: During Bounty Contract Week, should you choose to kill Dariana Frayus's son Claw, she admits that her son basically already died when he took up a life of crime.
  • Theme Music Powerup:
    • Each class has an ability (which can only be used with an active companion) which allows them to regenerate health and unlocks special abilities. It's meant to be used if you are in danger of losing a fight and causes a special theme to be played when it is used.
    • The track that was eventually revealed to be the main theme plays in the Hope trailer, when Satele sends Malgus flying into a boulder.
    • In the finale of the Jedi Knight's Chapter 3, the main theme plays if you choose to kill the Emperor.
    • In The False Emperor Flashpoint, the game's main theme starts to play once you weaken Malgus to the point where you have to throw him into a pit.
    • The main theme plays in Chapter VI of Eternal Throne when the Dark Side Outlander executes Arcann.
  • Third-Party Deal Breaker: The Smuggler PC's prologue has them running a shipment of blasters for crime boss Rogun the Butcher. Their ship is stolen by Starter Villain Skavak on Ord Mantell before they can make the handoff; Skavak then fences the cargo to the Imperial-backed Mantellian rebels to make room for a Chekhov's Armory. This forces the Smuggler to spend the rest of the class story trying to get Rogun off their back.
  • Third-Person Seductress: Both you and your companions can fit that, with Stripperific dancers' outfits thrown in.
  • This Is Something He's Got to Do Himself: Most companion storylines have a moment in which the character temporarily leaves the ship in order to settle some personal business. You can offer to help out, but they'll answer with this trope. However, the scene will immediately cut to them returning, so this doesn't affect you gameplay-wise.
  • A Thicket of Spears: Taken a step further with lightsaber pikes, literally a spear shaft ending in a shortened lightsaber blade. In cutscenes these are sometimes used in spear-wall formations by Knights of Zakuul, though since the game mechanics revolve around individual combat this doesn't carry over to gameplay.
  • Three-Act Structure: Each of the eight class story-lines follow this.
  • Throwing Your Sword Always Works: Several variants:
    • Guardians and Juggernauts respectively get Dispatch and Vicious Throw, which is ordinarily used to hit low-health enemies for maximum damage but can be used at any time when certain abilities activate.
    • Guardians and Juggernauts both get Saber Throw, the most basic example.
    • Jedi Sentinels and Sith Marauders respectively get Twin Saber Throw and Dual Saber Throw, where they throw both of their lightsabers and can potentially damage multiple enemies at once.
    • Shadows and Assassins both get Low Slash, a ranged incapacitating ability (though it's animated as a normal slash if the range is close enough). Infiltration Sages and Deception Assassins get respectively Clairvoyant Strike and Voltaic Slash (replacing respectively Double Strike and Thrash), both of which fling their vertically-spinning lightsaber at their opponent at close range.
  • Thrown Out the Airlock:
    • In one Counselor mission, you confront a brainwashed Jedi who can end up like this in 2 out of 3 endings.
    • In 'The Esseles' flashpoint, the team finds group of engineers trapped beneath a force-field. They ask the engineers if they can unlock the bridge. There are two options: cutting power to the engineering level which will result in opening the airlock or disabling a group of generators around the deck. If a player chooses the Dark-Side option which is to cut the power, the airlock would open, sending the engineers into space.
    • In the 'Mandalorian Raiders' flashpoint, the team runs into a group of harmless workers who are complicit in Clan Varad's crimes. The Dark-Side option would be to open the airlock and throw them into space.
    • During 'Rakghoul Resurgence' events one of the messages that can be heard on Vaiken Spacedock is that airlock expulsion is an acceptable means of killing those carrying the Rakghoul Plague.
  • Time-Limit Boss:
    • Stivastin from the Depths of Manaan Flashpoint. The player's got five minutes to defeat the boss before the facility crashes down on them.
    • Each boss from Operations and Hard Mode Flashpoints have an enrage timer which means that if players don't kill the boss fast enough, the boss will literally Turn Red and dish out 200% more damage.
    • The Xenoanalyst II during the Gree Event has a timer for the fight, if the time limit is exceeded, the boss will start to One-Hit Kill random players.
  • Time Skip: Knights of the Fallen Empire takes place five years after Shadow of Revan.
  • Time Stands Still: Time usually freezes when the spirit of Valkorion speaks to The Outlander, that way so Valkorion could have a conversation with The Outlander even in the middle of combat.
  • Too Dumb to Live:
    • When Darth Jadus tells you to bow, you should listen.
    • Major Bessiker on Balmorra in the Sith Inquisitor class quest. He orders the player to go rescue his son or the player will not get the required anti-toxin remedy. His son himself fits the trope, a Sith apprentice who orders you to free him "so he can go claim a rare artifact of power whose map he holds." No points for guessing that it all ends in blood. (If you go for the Dark Side options, at least.)
    • Gyl Rosen on Nar Shaddaa. He's a middling crime boss who comes into possession of an obvious Sith Lord lightsaber via a rigged card game. When a real live Sith (who happens to be notorious on this world for having god-like powers...) shows up claiming it as their inheritance, he decides to mock and blackmail them. The most natural flow of the conversation from there involves Rosen being slowly electrocuted to death.
    • In general, both Sith Warriors and Sith Inquisitors will, at various points, encounter people who are far too snippy with the powerful force-user that can telekinetically choke them out or electrocute them with a thought. And if the player chooses to (and if the game allows it), that's usually what ends up happening to them.
  • Took a Level in Badass: The Republic military. After getting slaughtered during the Jedi Civil War, the brass realized that they had become too dependent on the Jedi. 300 years later, Republic soldiers are more than capable of standing up to Sith.
  • Totalitarian Gangsterism: The Justicars, who rule their section of Coruscant with an iron fist.
  • To Win Without Fighting:
    • The Jedi Consular and Imperial Agent both get a lot of opportunities to end confrontations without bloodshed. Even when it fails it often gives the player an advantage in the ensuing fight.
    • On one occasion, the Sith Warrior can avoid a fight by threatening to eat a band of mercenaries after s/he kills them. The Sith Warrior can also manipulate the mercenaries into fighting each other.
  • Towers of Hanoi: The Fabricator fight in the Karagga's Palace Operation requires this type of puzzle to be solved repeatedly.
  • Title Drop: The final boss of the Terror from Beyond Operation is called The Terror From Beyond.
  • Traintop Battle: The first stage of the "Crisis on Umbara" flashpoint takes place on top of (and occasionally inside) a hovertrain.
  • Translator Microbes: C-3PO isn't needed in this "more civilized age". Characters who don't speak Basic are understood perfectly by everyone without any problem. Still, protocol droids exist everywhere, but their primary purpose seems to be in smoothing over cultural differences, rather than translating.
  • Transplanted Aliens: A lot of animal species exist on multiple planets due to being transported to and fro by spacefarers: for example nexu, which are native to Cholganna but are chronologically first encountered in the game on Taris, having escaped from zoos and private collections when the planet was bombarded by Darth Malak back in Knights of the Old Republic.
  • Tron Lines: The Gree exploration vessel Grey Secant. All over. And the special armor you can get at the event looks like something out of The Grid as well.
  • Truce Trickery:
    • In the backstory, the Sith Empire mounted a massive raid on the Galactic Republic's capital of Coruscant in the midst of peace negotiations between the warring sides in order to improve their hand at the negotiating table.
    • At the start of the game proper, the Galactic Republic and the Sith Empire are eleven years into a Space Cold War after signing the Treaty of Coruscant, but in fact are fighting intelligence and Proxy Wars all over the galaxy. Several class storylines explain that the Empire is trying to poke the Republic just enough that the Republic declares war on them, so that they can paint the Republic as the aggressors to neutral states. It works a little TOO well: the Empire neglected to consider that the Republic was larger, wealthier, more developed, and had spent the last eleven years nursing a massive grudge over the Sack of Coruscant, whereas the Sith had spent that time, well, being Sith, meaning they were far less ready for the war than they thought.
  • Truce Zone: The Promenade on Nar Shaddaa does not allow fighting between factions so you would sometimes see Imperials and Republics roaming around the area.
  • True Companions: Darth Silthar's branch of Imperial Reclamation Services.
  • Turned Against Their Masters:
    • In one Imperial mission on Taris, a Jedi has been training the Force-sensitive nekghouls in the ways of the Light side of the Force. When the Jedi is defeated, the PC can convince the nekghouls to rise against the Republic and obtain their independence, and one of them proceeds to Force choke and lightning the Jedi to death (Note that this is the Light side option; the Dark side option is detonating the reactor in the building and destroying the nekghouls outright).
    • Apparently, what happened on Iokath.
    • The underlying concept of the Directive 7 Flashpoint.
  • Turns Red:
    • Most operation bosses will start to enrage and deal heavy damage if they are not killed fast enough. When they enrage, they literally turn red.
    • During the final phase in the Xenoanalyst II fight in the Gree event, the boss will gain an ability called "Generate Urgency" and will start dealing heavy damage to random raid members.
    • When Kephess in the Terror from Beyond operation reaches low health, he goes into a Villainous Breakdown and starts to fire AOEs towards the raid members.
    • In the Dread Palace operation, the final phase of the Dread Council fight involves the Dread Masters gathering around a Holocron in the center of the room and start dishing out raid-wide damage that get stronger over time.
    • When Mentor's core is finally vulnerable, multiple AOEs appear around the room and he uses a green laser that deals heavy damage to one party member.
  • Two-Part Trilogy: All of the class stories have this structure, some more blatantly than others. Act 1 will have a self-contained plot involving a major antagonist who is defeated at the end of the act. The beginning of Act 2 then introduces the plot that will run through the rest of the original story content, which may or may not have anything at all to do with the first act. The starting planet gets Act 1 going for the Trooper, Smuggler, and Bounty Hunter but is essentially a standalone episode for the other 5 that has no impact beyond introducing the supporting cast. Of course, the combined prologue and first act are also about the same length as the combined second and third acts...
  • Tyrannicide: The Jedi Knight's story ends with them confronting and killing the Sith Emperor himself.
    • Come Shadow of Revan though, it turns out he's Not Quite Dead, and now his spirit has escaped into the galaxy to get up to who knows what sort of mischief.
    • You get to kill his main body in Knights of the Fallen Empire. If you don't, his son Arcann backstabs him instead. His spirit hangs around anyway, apparently for his own amusement. You get to put him down for good in Knights of the Eternal Throne.
    • According to Onslaught his original body was still alive and was killed by Kira and Lord Scourge.
    • And in Echoes of Oblivion, you finally get it to stick. Probably.

    U 
  • Ugly Guy, Hot Wife: Darth Malgus, the hideously scarred Sith from the three CGI trailers, is married to the blue Twi'lek that is with him in Deceived. In all fairness, a lot of his current physical deformities are recent battle scars, and he isn't bad looking prior.
  • Uncle Pennybags: Downplayed with a Light-Sided Sith Warrior, but buying Tivva's freedom could not have been cheap.
  • Undying Loyalty:
    • Most of the Emperor's direct subordinates (i.e. the Imperial Guard, the Emperor's Voice, the Emperor's Hand) who know the Emperor's true agenda remain with him out of loyalty.
    • Most maxed out affection companion quests end with them promising to always have the player character's back and occasionally promising to mentor your children/successors. This includes Scourge, who offers to teach your children in the ways of the Dark Side.
    • The Jedi Knight, the Consular, The trooper, Sith Warrior and the Inquisitor are this for their respective factions (At least in the original game and the first expansions).
  • Unequal Pairing: Every class except for the Bounty Hunter and Smuggler have at least one romance where either a Muggle or a direct subordinate is romanced. The Warrior, for instance, can romance a slave (however, this example can be mitigated if you choose to take Vette's slave collar off the first time she asks, and then pick the dialogue option that asks to be partners; the relationship is more equal after that).
  • Unexpected Gameplay Change:
  • Unexpected Successor: During the Eternal Empire Conquest, the Sith Empire had its ruling system butchered, to the point that the highest official able to negotiate the treaty is the Minister of Logistics. In the aftermath, the only Sith of the ruling Dark Council not dead or in hiding is Darth Acina, an extremely minor character, who proclaims herself the new Empress. The reason for all that, of course, is that the player characters and the Star Cabal had been knocking off Imperial higher-ups left and right for the past eighteen months. Between the losses on Corellia, the warpath on which the Warrior and Inquisitor had been, and the rampage of the Dread Masters and the Cartels, there were only a dozen elder Sith left near senior leadership anyway, and most of the survivors were members of the extra-jurisdictional forces the Emperor himself maintained, like the Wrath, Eyes, Hand, and Voice, all of whom the Council loathed.
  • Unflinching Faith in the Brakes: Malgus doesn't even bother looking when the starship crash lands inches behind him. Though as a Sith, it is reasonable to assume he'd sense if it was going to actually strike him anyways.
  • Unflinching Walk: A Sith Warrior/Inquisitor can do one on Balmorra. After activating orbital lasers to destroy an enemy facility the character first looks on, then casually strolls away, while behind them the facility is vaporized from orbit.
    • Everyone gets the chance to do this while raiding a pirate stronghold on Rishi.
  • Unfortunate Names: "Your name is Weeznod. Nobody's ever going to respect you."
  • Ungrateful Bastard: At the end of the Sith Warrior's Dromund Kaas arc, if you took the Light Side option during the quest to deal with Lord Grathan, then his son, who you helped to seize control of his father's estate alongside his mother, will send an assassin after you on the off chance you expose the truth of him having taken his father's place. To the assassin's credit, he does give you the reward from Grathan's wife for helping her before trying to kill you.
    • At the end of the Trooper's Balmorra arc, even if you took the Light Side option to return the stolen weapons to the Balmorran Resistance, the Resistance officer who was your first contact on the planet refuses to show any gratitude, bluntly telling you that one good deed doesn't make up for the Republic having abandoned Balmorra for years.
  • Unholy Ground: The Dark Temple on Dromund Kaas, where the Emperor entombed some of his most deadly enemies, and where their power lies dormant, until an unwitting expedition opens the place and is driven mad, if not outright taken over, by the personalities of the entombed Sith.
    • The Sith temples in Korriban, the former homeworld of the Sith race. A few Jedi who entered the ruins are corrupted by the spirits of the fallen Sith lords.
  • Unholy Matrimony:
    • Malgus, the local Noble Demon of the Sith Empire, and Eleena Daru.
    • A Sith Warrior player gets to live this if they romance Jaesa Willsaam. Jaesa can only be romanced if she is turned to the Dark Side. And "dark" means dark. Besides being a butcher in her own right, she loathes even tactical Light Side actions. A solid relationship with her involves either a lot of murder or a lot of make-up presents.
  • Unknown Rival:
    • In Onslaught expansion Darth Savik holds a personal vendetta against the Republic character who had previously defeated her on Corellia. However neither the player nor the character even remember her: on Corellia she appeared only as a simple named NPC mob like hundreds of others that you have defeated, with no lines or any role in the story whatsoever. The player had an option to lampshade this, pointing out that the day they fought changed Savik's life forever, but for them was merely a stepping stone on the way to do bigger things.
    • The Shroud sees itself as the Outlander's nemesis and has built up a narrative where the Outlander is constantly foiling the Shroud's plans. In reality, the Outlander is not even aware of the Shroud's existence.
  • Unreliable Narrator: The History videos are explicitly pieced together from incomplete information, and some things are pure supposition on the narrator's part. This keeps things like Revan's true motives and ultimate fate nice and vague for in-game development.
  • Unwanted Assistance: The Scions in Knights of the Fallen Empire. They are fully dedicated to the player character's cause and will gladly sacrifice themselves to fulfill some obscure prophecy that ends with Arcann Deader than Dead and the Eternal Empire restored to sanity. Unfortunately, they are also as willing to take thousands of innocent civilians with them for the greater good. Each. It doesn't help that they believe free will is a lie and conclude that to perform unforgivable sacrifices for the greater good is the highest honor one can achieve. You can personally murder one exceptionally "helpful" Scion who unleashed the Eternal Empire's wrath and champions upon the colony world your character (and the only worthy flagship they have) is on just to keep true to his visions of a grand future.
  • Upgrade vs. Prototype Fight: Should you take your companion HK-51 to your encounter with HK-47, his predecessor. They'll also get into an argument over which series was superior.
  • Useless Useful Spell: Due to the way that NPC strength is defined abilities that disable, stun, or otherwise impair a single target can feel like this outside of PvP. These crowd control abilities will usually only work on the norm or weaker type of NPC, however, these types of NPC are so weak that they will die in only a few hits anyways making any fancy tactics rather pointless. It is theoretically possible for someone to do some Sequence Breaking to find higher-level normal opponents that would be worth using these abilities on, but there would be little ingame reward for doing so. These abilities are imperative in PvP though!
    • Likewise some otherwise useful abilities may have an added effect when used against normal or even weak monsters. These effects are equally unneeded to defeat normal opponents, and don't work in PvP either, making one wonder why they even bothered adding them? Perhaps the simple Rule of Cool that comes from launching an attack so powerful everyone nearby is knocked down by it?
    • Gunslingers and Snipers have the ability to get behind cover. Very early in their development, around the time they leave their starting planet if not before, they get an ability to deploy a portable force field that renders it utterly superfluous. Before Knights of the Eternal Throne removed base classes (Smuggler and Imperial Agent for Gunslinger and Sniper, respectively), Scoundrels and Operatives also inherited the cover ability from their base classes but didn't get the force field, and the playstyles for Scoundrels and Operatives made that ability unnecessary. When the base classes were removed, only the Gunslinger and Sniper kept the cover mechanic.
  • The Usual Adversaries: In Fallen Empire, it's Skytroopers. Even the characters, especially the Mandalorian clans, are sick of fighting freaking Skytroopers.

    V 
  • Van Helsing Hate Crimes: Light-side Sith PCs often encounter Jedi who have trouble believing that they don't actually have murder, world domination, and puppy-kicking constantly on their minds. Some turn Knight Templar and try to kill them anyway (falling to the dark side himself in Nomen Karr's case), but some can be convinced that the PC really is what they say they are.
  • Valley Girl: Valyn Thul of the Trooper storyline, who thinks the whole war is a great adventure and immediately hits on the male trooper.
  • Vengeance Feels Empty:
    • The Sith Inquisitor finds space pirate Andronikos Revel in the process of tracking down and murdering his mutinous crew. At several times during the story, he misses out on the chance to personally kill his betrayers, and is visibly distraught about this.
    • The Sith Warrior can advise Vette and her sister to murder a Hutt who caused their mother's death. The conversation she has with the Warrior on returning to the ship strongly implies this, with Vette seeming rather traumatized and not wanting to talk to you for a while.
    • Depending on how you play, the end of Act 1 for the Bounty Hunter can come across as this. Sure, Tarro Blood is dead, and you fulfilled Braden's dream to bring the prize for the Great Hunt back to his stable. Sure, everyone's celebrating, but there were a lot of good people who died along the way, and you're now Public Enemy Number One with the Republic. Yay?
  • Vibro Weapon: Many of the non-player character carried Melee weapons are these, and the force-using classes use them until they finish the first planet. Just like in Knights of the Old Republic, they have a cortosis alloy weave, in order to stand up to lightsabers. Also the main weapons for melee non-force sensitive companions. Since a patch, they are also just as good as lightsabers, so Sith and Jedi players can use them just as effectively, if you are bored with lightsabers and just feel like swinging a BFS that looks just as cool.
  • Video Game Caring Potential: Play through any class story, and you'll more than likely become attached to (and protective of) at least some of your companions. You'll also meet plenty of sympathetic, even Woobie, NPCs during your travels.
  • Video Game Cruelty Potential: It's Star Wars, with dark side options. While Republic players' dark side choices are frequently about the temptation of putting pragmatism ahead of their ideals (or occasionally how greed can corrupt even idealists), Imperial dark side options are usually straight up cruel. Bounty Hunters can murder helpless opponents rather than taking them in alive; Sith Inquisitors can often shock people during conversations. All in good fun. For more details and examples, look at the Kick the Dog entry above.
    • Some of the NPCs you deal with are so irritating as to make the dark side options regarding them very appealing. For example, spend most of the Imperial questline on Taris getting insulted by Thana Vash, and then just try to resist the temptation to let her rot in prison, or kill her when you get a chance.
    • The tail end of Act One for the Bounty Hunters has the potential to end up like this. Having been tasked with a mission aboard a Republic ship called the Aurora, you're immediately set upon by Republic soldiers, who deem you an enemy working with another invader they have in custody. Cue you reaching the ship's brig and finding Tarro Blood - the cowardly excuse of a Mandalorian who has been your nemesis up to this point—languishing in a cell. Given your mission was to sabotage the Aurora by powering down its shields and forcing it out of hyperdrive—causing it to rip itself apart under the stress of deceleration—you can leave Tarro to a fate of explosions and violent asphyxiation, prompting him to vainly scream at you as you and your companion saunter off.
    • For the Republic, the first one for the Smuggler or Trooper is the turncoat ex-pirate lord in Ord Mantell. The Republic officials want you to rescue him from the Separatists for the informations he has, but one of the officers will tell you that he doesn't deserve to live. Once you meet him, you will find that he is such a Jerkass Ungrateful Bastard that he tells you that you take too long to rescue him. You will probably have a slightly hard time trying not to push the dark side button.
    • Sith Purebloods have a special emote called "Punish" in which you smack your companion and hear them whimper. It actually causes minor HP damage.
    • On Corellia, refugees are marked as "neutral" targets, which means you can engage and kill them, which is a war crime in itself. It makes sense for Imperial players, since it's a manner for instilling fear into the population you are conquering. However, even Republic players, the ones who they are desperately fleeing to for protection, can murder them in cold blood, and get away scot-free, even if it's in a guarded refugee camp.
    • The Sith Warrior has several opportunities to torture Vette with a Shock Collar, usually if she talks too much. The Warrior can also refuse to remove the collar despite Vette's desperate pleas to have it removed.
    • At a certain point Vette can ask the Sith Warrior to buy her sister, Tivva's freedom. An asshole male Sith Warrior can say he wants to "sample the wares" first, while a scumbag female Warrior will say they'll free Tivva after she first has sex with the crew. An especially assholish Sith Warrior can afterwards decide to NOT free Tivva and call her a fool for trusting the Warrior. That's right, you can use Sexual Extortion on your teammate's sister and then send her back to her slavemaster.
    • At the conclusion of the Ziost storyline content, you can be absolutely horrible to Theron or Lana, depending on your faction. As an Imperial, you can all but break Lana verbally, convincing her to resign as Minister of Intelligence. Republic-side, Theron sticks to his guns regardless of what you say, but you can tell he's hurt by someone he sees as his friend (or lover) trying to tear him down professionally.
  • Vigilante Militia: Republic players on Coruscant have to deal with the Justicars who are a bad example of this trope. An organization of ex-military personnel who came home after the first war with the Sith Empire to find their homes overrun by violent gangs like Black Sun. They banded together to reclaim the streets on Coruscant's lower levels. At first Coruscant's police were happy to have them around, but then the Justicars began fighting them as well, apparently deciding the government was just as guilty. They have the manpower and firepower to seize control of an entire sector on the lower level, where they impose martial law and arrest, or just execute anyone who breaks their rules, no matter the circumstances. Worse, it's revealed that they are secretly supported by the Sith Empire. Still, they are better than their main enemies, the Always Chaotic Evil Black Sun criminal organization.
  • Villain with Good Publicity: Those of the Republic who follow the path of the dark side will continue to be considered heroes by the Republic, despite all the horrible acts they did.
  • Villain Protagonist:
    • The Imperial classes, though they can be played as (varying degrees of) Anti-Villains.
    • Those of the republic can also be this, if you play as a dark side.
  • Villain Takes an Interest: The Sith Warrior and Sith Inquisitor get to invoke this. The Warrior's under orders to take Jaesa away from the Jedi and into the Sith because she has a useful ability. The Inquisitor needs Ashara's help to get into the Jedi Temple ruins on Taris. Both become your characters' apprentices (though it's informal in the case of Ashara). It's on you to decide how villainous you want to be.
  • Villainous Demotivator: What's the best location to display someone frozen in carbonite? Why, right next to where the player's companions make things for them!
  • Violation of Common Sense:
    • In the Lost Island flashpoint and during the boss battle against Project Sav-Rak, the players face him on a platform suspended high above lava. Bad enough, but he also utilizes a Shockwave Stomp that sends players flying, possibly over the edge. So the only safe place? Right where he lands! How far you go flying is based on how far away you are from his impact point, so letting a two-story tall fifty-ton mutant land on your face will result in 94% less being dead than staying as far away as humanly possible.
    • You obtain the title "Worm Food" for offing yourself in the center of the sarlacc pit on Tatooine.
  • Violently Protective Girlfriend: Every love interest is fiercely protective of you, but the one who fits this trope the most would be Lana Beniko, best expressed by the message she sends after Theron's betrayal.
    Lana Beniko: I know we already talked about this, but I want to apologize for letting you down. It's my duty to protect you from a disaster like this, and I failed you—as an advisor, and as a partner. From now on, I'll be much stronger. And if I ever meet that miserable son of a Jedi again, I will make him suffer. No one betrays the person I love and lives. I promise you, no one will pull something like this again. I will destroy the stars themselves if it means keeping you safe. I love you.
  • Visual Pun: The taxi landing/takeoff pads for the Mandalorian Enclave and Sith Temple on Dromund Kaas are open to the sky, but the one for Imperial Intelligence Headquarters has a roof. So when you arrive at Intelligence HQ, you are under cover.
  • Voluntary Shapeshifting: The Ghost Cell can use advanced holographic technology to achieve this.
  • Voluntary Vassal: The Chiss Ascendancy is unique among the subjects of the Sith Empire in that the Imperial military failed to capture its homeworld and gave up, but then the Chiss decided to join the Empire, anyway. This causes a lot of awkwardness, as the Empire is openly xenophobic, yet the non-human Chiss enjoy a lot of privileges that even the human residents of Sith-conquered planets don't.

    W 
  • Wake-Up Call Boss:
    • For the Jedi Knight, Valis. As long as you've been decently equipped, you can coast through the game up until this point. With this guy, however, you need to learn how to use interrupts for all they're worth or you'll be ragdolled around the room.
    • The entirety of Oricon is essentially this for players who haven't done flashpoints since the Esseles/Black Talon: it's basic training for Operations. Every boss fight in the solo quests is difficult in different ways, and becomes well-nigh unbeatable if you don't change your tactics to fight it—and even if you do know what to do, all can still be quite tricky depending on your class and role. And that's if you've been keeping your gear reasonably up to snuff. Although it has become less challenging in the later patches.
    • For Flashpoints, Cademimu. The earlier flashpoints were pretty easy, not really featuring much in the way of complex mechanics and really, weren't much different than some mid-tier World of Warcraft bosses that by now are pretty commonplace. However, Cademimu is when the game takes the gloves off - the flashpoint features bosses who require the player to avoid incoming fire, kite enemies, and to watch out for environmental hazards. The final boss of Cademimu was a real newbie-trap - the rocket engines would really cause people to die if they weren't paying attention
  • War Arc: The basic summary of the game's story. It's Republic and the Jedi versus the Sith, the Chiss and the Mandalorians; mercenaries and criminals profit from both sides.
  • War Memorial: In Kaas City, there is a monument called the Spires of Victory, a monument to the Empire's return to the galaxy, the retaking of their ancient worlds and the Sacking of Coruscant. This is a bit of a subversion in that it isn't there in hopes of preventing future wars, which is very much against Sith nature, but is instead glorifying it.
  • The War Just Before: At the start of the game, the Empire and the Republic have been at peace for a few decades, after signing the Treaty of Coruscant. However, as the players progress through the story, they become involved with efforts by both sides to reignite the war, as old grudges and hatreds still run deep.
  • Wave-Motion Gun: The Gravestone is armed with a powerful weapon capable of destroying two dozen ships of the Eternal Fleet. Complete with nifty power-up sequence. Neither the Republic nor the Empire can do this yet.
  • We ARE Struggling Together: The Alliance in Knights of the Fallen Empire. Putting together Republic and Imperial people took a lot of buildup. Add in a few Zakuul Defectors from Decadence who will still put their people's best interests first, as well as chronic backstabbers, spies, and outright terrorists, and there's a lot of friction bubbling up.
  • We Have Reserves: The standard Imperial response to most problems is to throw people at it until it goes away. And by "people" we mean "conscripts, mercenaries, and slaves". The officers shrug it off; they're just "common soldiers." The Sith don't give a bantha's rear about much else other than themselves and their power games (the Emperor is an Omnicidal Maniac who wants everything in the galaxy except himself dead), and Empire officials follow the lead of the military and Sith. Couple this with conspiring against and killing one's boss being the preferred method of advancement (it's just gauche for a non-Sith to not be sneaky about it), and the Empire does more damage to itself than it does its enemies. Mandatory conscription and extensive use of slave labor are likely the only reasons they managed to get off Dromund Kaas. Their early success is likely due to catching the Republic by surprise.
  • We Win, Because You Didn't: This is the result at the end of the Republic Story-Arc on Voss if player chooses the Light-Side Final Decision. The player reveals that the Voss people and their enemies, the Gormak race, were once one-&-the-same millennia ago before being divided as a result of constant war. The Voss High Council will be shocked by this revelation and have to re-examine their culture, society, relations with the Gormak, and as a result would be unable to side with either the Republic or the Empire. The Republic Ambassador, while informing that it was not an ideal result, states to the Republic-Player that he's glad that at least the Voss chose not to side with the Empire.
    • Meanwhile, playing the Empire Story Arc and choosing the Light-Side Final Decision become the inverted case of "We Lose, Because You Didn't". By choosing reveal this information and having the Voss stay neutral, Sith Ambassador Darth Serevin will be furious with the Imperial-Player, since it now means they lost the chance of taking control of the planet Voss through diplomatic means, even when it also means the Republic lost its chance of allying with the Voss.
  • Weak, but Skilled: The Non-Force Using classes. While they may not have awesome and frightening abilities like the Jedi and Sith, they do have skills and expertise that make them more than a match against them.
  • Welcome Back, Traitor: On Iokath, you can alternate between fighting for the Republic and the Empire (regardless of your character's faction), with neither side minding it, regardless of how many soldiers from either side you kill.
  • Wetware CPU: A Mad Scientist on Dromund Kaas puts the brains of Imperial soldiers in droids.
  • Wham Episode:
    • The Imperial Agent's story has a number of these:
      • The end of Chapter 1: Darth Jadus faked his death and was manipulating the Eagle as part of a twisted plan to unite the Empire in a new epoch of fear.
      • The beginning of Chapter 2: The SIS has managed to brainwash the Agent, making the mission to infiltrate them much more difficult.
      • The aftermath of Taris: The brainwashing is Imperial in origin. The former Keeper/current Minister of Intelligence arranged for it to happen on the orders of the Dark Council.
      • The end of Chapter 2: The SIS has been seeking the Shadow Arsenal: a collection of undetectable high yield warheads. Hunter is actually a mole for an organization that he claims will triumph over both the Empire and Republic.
      • The end of Belsavis: Hunter's organization is the Star Cabal: a conspiracy founded 1000 years ago to prevent a second war between the Republic and the Sith by ensuring that the two nations never come in contact with one another. When analyzing data recovered from the Star Cabal's vault on Belsavis, the former Watcher Two/current Keeper is rendered comatose.
      • The end of Voss: The true reason that the Voss have remained neutral is that they have allied with the Star Cabal, as the Cabal has promised to destroy the Empire and the Republic within the next few decades, ending the two superpowers' interference in Voss affairs. Imperial Intelligence is disbanded by the Sith, who aren't amused to learn that the current Keeper is comatose and that the agency has been exerting so much effort into hunting an organization whose existence can't be proven.
    • The end of Chapter 1 for the Jedi Knight, where the Knight arrives too late to stop a Desolator from firing on a planet.
    • The end of the Knight's Chapter 2 as well, at least for those who haven't read Revan: Lord Scourge is revealed to be working to bring down the Emperor and joins your party after revealing that the Emperor is trying to become a god by annihilating all life in the galaxy.
    • Playing as an Imperial, this may pop up once you realize who the Jedi running the Foundry is (provided you haven't read the books). Also, who his underling, and thus one of the Flashpoint Bosses, is.
    • The end of the Explosive Conflict Operation, where you learn that the Dread Masters have gone rogue and are the new Big Bads. It's more of a wham for Imperial players though, as they are more likely to be familiar with the characters in question.
    • The end of the Jedi Consular's Hoth storyline. Blaesus is the traitor?!
      • The end of Jedi Consular chapter 2. Blaesus is a Sith Lord? And the boss of the guy we've been fighting all chapter? And there's an untold number of other deep cover agents within the Republic just like him, called the Children of the Emperor?
      • Jedi Consular on Corellia. Master Syo was a Child of the Emperor all along?!
    • The Sith Warrior gets a Wham Episode in chapter 3 of their storyline, the chapter in which Darth Baras betrays them through Lord Draahg by attempting to have them killed in an explosion on Quesh, which sets off the chain of events that leads to the Sith Warrior facing Darth Baras down at the end of the story.
    • The end of the "Legacy of the Rakata" flashpoint: Revan is alive, has raised an army in secret, and is plotting against both the Republic and Empire.
    • Knights of the Fallen Empire is practically "Wham Episode: The Expansion".
      • Chapter One: You are hunting the Emperor with Darth Marr. In quick succession, your ship is ambushed and destroyed by the Eternal Empire, your companions go missing, you and Darth Marr are captured and brought to Valkorion, then Marr is killed, then you kill Valkorion, then Arcann imprisons you and swears vengeance on the Republic and Empire both. Whoa.
      • Chapter Two: You are dreaming, and Valkorion is living inside your head, tempting you with power. You have to fight through nightmares/visions of your companions dying and the Republic/Empire falling, while resisting or accepting his help.
      • Chapter Three: Lana Beniko frees you from carbonite, and you now have to escape the heart of Zakuul. Along the way you learn you were sleeping for five years, and while you were gone the Republic and Empire were both conquered.
      • Chapter Eight: Arcann tracks you back to the Asylum and not only sends an army to destroy it, he and his sister come themselves.
      • Chapter Fifteen: SCORPIO betrays the Outlander by faking her death and taking control of the Eternal Fleet.
      • Chapter Sixteen: The Outlander defeats Arcann, but Senya saves him and leaves the Alliance to redeem him whether the Outlander agrees or not. The Republic and the Sith Empire, inspired by the Outlander's victory, officially join forces with the Alliance against Zakuul. And after SCORPIO liberates the Gemini series she literally gives the empire to Vaylin!
    • The final chapter of Knights of the Eternal Throne: you destroy Valkorion's spirit, killing Vitiate for good. You then claim the Eternal Throne for yourself, making you the de facto ruler of the entire galaxy.
  • Wham Line: In chapter 3 of the Sith Warrior's storyline:
    Lord Draahg: I have the real detonator. An elaborate trap for you.
    • Darth Malora, Final Boss (for Republic aligned players) of the Jedi Under Siege update, reveals who's behind the whole Imperial operation after she's defeated.
      Tau Idair: [Gnost-Dural]'s alive... barely, but... he's alive.
      Darth Malora: Truly? Ha... Lord Malgus has lost his edge.
  • What a Senseless Waste of Human Life: In the Imperial Agent story, this is what spurred the Star Cabal's formation eight centuries ago and motivated their plans.
  • What Measure Is a Mook?: Killing NPCs you converse with often gives you Dark Side points, but as for the mooks defending those NPCs? Oh, go ahead and slaughter them all, the game won't punish you for it. The Jedi get this especially bad, lecturing other characters about Jedi principles of mercy while knee deep in fresh corpses. Somewhat justified in that most mooks attack you first, making felling them self-defense. The ones that don't are the ones you at least have the illusion of talking into a non-violent resolution.
  • What the Hell, Hero?:
    • At the end of the Imperial Agent story, if the Agent give the Black Codex to the Dark Council, the Minister of Intelligence (formally Keeper) will call the Agent out on giving the guys who just spent the whole story screwing them over the one object that could have helped improve Imperial life. If you give it to Darth Jadus instead (by virtue of siding with him earlier in the story), the Minister will instead lament on how you've committed yourself to a dark path ahead thanks to fully aligning with the Sith.
    • No matter which companion she brings along, a female Smuggler will get an earful if she turns sentimental during the final confrontation with Darmas.
    • If the Inquisitor chooses to let Lady Elana Thul die from a Republic invasion. An officer on your way back to the spaceport will tell you that your actions have seriously endangered the Empire's plans on Alderaan. When you return to your ship, Lord Zash will be furious with you for your decision.
    • During the Trooper Storyline, you are faced with a Sadistic Choice of saving Sgt. Jaxo or 300 POWs. If you choose to rescue Jaxo, Aric Jorgan or Elara Dorne will call you out for letting hundreds of prisoners die.
    • Happens a lot in Knights of the Fallen Empire, due to the sheer amount of sadistic choices the game throws at you ... andother reasons.
    • This can even happen in Light Side scenarios. For example, in the Light Side ending of the Jedi Consular's Taris arc, Captain Nelex is outraged that Master Tykan gets to walk away free despite everything he did while under the Dark Plague's control.
  • What the Hell, Player?: A number of the Dark Side choices on the Imperial side seem to exist purely as a test if you enjoy roleplaying as a sociopath. Three "highlights" from the mid-game:
    • On Taris, you can either let your thoroughly sociopathic Sith compatriot lock fleeing civilian shuttles in an exploding hangar or you can countermand her and let them go. Your Darth superior considers the latter ideal (because it leaves people to spread terror of your victory), in case you were confused.
    • On Quesh, you receive a side-quest from some local miners who are trapped in a room slowly flooding with toxic gas. They aren't your mission enemies or even Republic loyalists. You can opt to walk all the way down there and then select the "enjoy your tomb" option.
    • On Hoth, the Imperial player encounters a base being run by a in-over-his-head human officer and a highly competent Chiss attache after most of the senior officers were killed in an ambush. The Chiss is very helpful cleaning up the mess in a Thrawn-expy sort of way, while the human is far more shortsighted and bloodthirsty, making him the clearly inferior leader. The local Moff lets you pick who to promote to CO and the human has nothing backing his choice other than either you being just as shortsighted and bloodthirsty as him, or just flat-out racism. Notably, choosing the dark side option of promoting him makes you less of a pragmatist than the Moff himself...and even less than the human officer that you're promoting. If you pick the Chiss, he contacts you afterwards and informs you that the human, while disappointed over the loss of his promotion is supporting him loyally. This is a general theme for Hoth, where most imperial officers seem to deal reasonably well with their Chiss allies.
    • On Ilum, an alien warrior clan has hijacked the mines the Imperials want to control. The Moff headlining the operation is a clear-cut xenophobe who just wants to kill them all, while Darth Malgus strongly encourages you to follow their rituals and make a deal with them, rightly pointing out they'd be formidable allies. If you take the dark side option of killing off the clan, you can at least cite the pragmatic reason that warlike mercenaries are not worth trusting...or you can pick one of the other dialogue options that either confirms that you share the Moff's xenophobia, or that you'd just rather kill people. Killing off the aliens also makes you part of the problem that Darth Malgus wants to purge from the galaxy when he plunges the Empire into civil war shortly thereafter, as he directly condemns the petty bloodlust and xenophobia that's been holding the Empire back all this time.
  • When All You Have Is a Hammer…: Most of a Sith Inquisitor's problems are solved by blasting the problem with lightning. From self-defense to unlocking unopenable vaults to obtaining vital intelligence to dealing with snarky subordinates.
  • Where It All Began: The class stories for both Sith classes begin and end on Korriban.
  • Whole-Plot Reference: The Tatooine quest chain "Ghosts of the Desert," in which an Imperial archaeological team Dug Too Deep and unleash a bodiless collective that turns its hosts into Ax-Crazy maniacs, is mostly a Shout-Out to John Carpenter's Ghosts of Mars.
  • Who's Laughing Now?: In the Sith Inquisitor questline, on Tatooine, you need to get an artifact from Sylas Wilkes, who stole it from Andronikos Revel after having mutinied. When you finally confront Sylas, he explains that Andronikos Revel called him a worthless, mangy, scrawny little nobody, so Sylas stole Andronikos' ship, his crew, his blasters, and his girl (though Sylas doesn't know the "girl" in question actually hates him). As Sylas says to Andronikos before you fight Sylas, "Who's nobody now?"
  • With This Herring: All classes start out with gear notably weaker and shabbier-looking than that of NPCs around them. In particular, Force users use training sabers throughout their first planet yet are sent on highly dangerous tasks nonetheless. The lack of good equipment is rapidly rectified, however, and before long each class looks as dangerous as it's supposed to be.
  • Wolfpack Boss: "The Boarding Party" Flashpoint has three equally strong Republican officers as its final boss.
  • World of Snark: Naturally, this being a BioWare game. Every player character gets plenty of opportunities to get their snark on, and has at least one smartass companion, and more than a few of the people they deal with get snarky as well. In fact, choosing smart-assed options is generally a good way of getting Approval from most of your companions.
  • Worst Aid: The Mercenary skillset can heal allies... by shooting rockets at them.
  • Worthy Opponent: Light-Sided Imperials have plenty of opportunity to acknowledge Republic fighters as this.
  • Wretched Hive: Ord Mantell, Hutta and Nar Shaddaa.
    • Also Makeb, and Darvannis, which is the setting for the very aptly name operation, Scum and Villainy.
  • Writing Around Trademarks: Due to legal issues surrounding the name "Sunrider", Nomi Sunrider has become "Nomi-Da-Boda", which also doubles as a Continuity Nod/Shout-Out to her descendant, Vima-Da-Boda.

    XYZ 
  • Xanatos Speed Chess:
    • The Sith Emperor has manipulated virtually every faction and major event over the course of a millennium in order to make way for the Revenge of the Sith.
    • Darth Vowrawn's codex entry seems to imply that he is a master of this.
    • In the Republic Trooper storyline, Lord Torius pulls an impressive example of this: to avoid the Voss seeing through a Xanatos Gambit with their prophetic visions, Lord Torius hides a bomb by fully developing multiple alternative plans, and then selecting every detail of his plot at random from those alternatives, so the Voss couldn't foresee any single plot.
  • You Are a Credit to Your Race:
    • On Hoth, the Bounty Hunter will encounter some prisoners while going after one of their targets. Should the Bounty Hunter free them, one of the prisoners will comment that the Bounty Hunter is a "Credit to their kind".
    • Also on Hoth, if the Imperial Agent is a Chiss, a local Chiss aristocra will make a similar remark.
  • You Have Failed Me:
    • Darth Baras's disposal of a particular stupid minion matches Darth Vader's scene to the letter, including tele-choking and promoting a random bystander.
    • In the first Imperial flashpoint, you can execute the Captain for refusing to attack a (stronger) Republic vessel. Even a Bounty Hunter can pull this off since you're operating under Kilran's authority. However, this will later cause the crew to panic and kill one another once you get back to the ship.
    • The Bounty Hunter has to watch their Sith employer do this to the Imperial officers they just worked their arse off to save from a Republic ambush. Just another reason why taking the optional quest to kill the guy feels so damn good.
    • In the Imperial Ziost storyline, it's possible to have the usually-nice Sith Lord Lana Beniko execute Agent Kovach if you expose him as a traitor. She'll try to have you do it, but you can tell her to do her own dirty work, causing her to do the classic tele-choke.
    • The Sith Pureblood's unique emote is to backhand their companion and laugh as they whimper.
  • You Have Outlived Your Usefulness: The Dark Side option for dealing with Thana Vesh at the end of the Imperial Taris questline. Given her interactions with your character, it's hard to imagine anyone actually letting her live.
    • These are the exact words describing Dark Side response in the very last conversation during Kaon Under Siege Flashpoint.
    • In the Terror From Beyond operation, once you bring the rebuilt Kephess down to about 10% health, his masters force him into an Explosive Overclocking mode which has a good chance of wiping out the raid with a Macross Missile Massacre. Kephess seems really upset when the Dread Masters state they "have no use for a tool that continues to break".
    • Toward the end of the Smuggler storyline, you can find one of the main traitors for the Empire... as an Imperial slave scrubbing kitchen floors. She is more than eager to give you everything she knows about her boss.
  • You Kill It, You Bought It: Standard practice among the Sith.
    • Lord Zash arranges for the death of Darth Skotia and inherits his quarters and library.
    • The Inquisitor defeats Darth Thanaton and is rewarded with everything he owned, including his seat on the Dark Council and his portfolio as master of Sith history.
  • You Know I'm Black, Right?:
    • An alien (any species except human, cyborg, or Sith Pureblood) protagonist, regardless of class, can invoke this a lot. Especially alien Imperials, given the Empire's Fantastic Racism to non-humans and most Imperial characters' tendency to forget this fact when talking to you. Also an alien Smuggler when explaining why they're siding with the Republic against the Empire, given how the Empire tends to enslave anyone that looks like you.
    • An alien Sith Inquisitor gets it from two angles: on top of the previous example, the Inquisitor's Backstory is that they're a slave who was freed and sent to Korriban's Sith Academy when they were found to be Force-sensitive. You often find yourself reminding Imperial slavers that they're talking to a former slave, such as an army officer investigating why some of the slaves in an uprising on Dromund Kaas have started killing other slaves—they turn out to be a homegrown cult that aspires to become Sith.
      Inquisitor: (to the skeptical officer) A slave can become Sith. Never forget that.
    • The Sith Warrior's companion Vette does some of this, too: she was a slave as a child, escaped, and was captured and re-enslaved by the Sith when she was caught graverobbing on Korriban (the PC has several opportunities to remove her shock collar and free her). As a consequence she tends not to take kindly to voicing support for slavery or cruelty to slaves.
  • Your Size May Vary: You can occasionally find capital ships on the world map, and they're orders of magnitude smaller than the same ships when a mission or (especially) a flashpoint is set on them. In many cases the outside dimensions could easily fit inside their own docking bays.
  • Younger Than They Look:Although ages are not explicitly stated, playable characters are usually described as young in different lines of dialogue, but in character customization they can be made to look old.
  • You Shall Not Pass!:
    • From the Black Talon (Imperial Flashpoint), after the players launch a boarding action:
      I am Yadira Ban, Padawan of the Jedi Order. I was sent to protect the General, and you will not pass!
    • Satele's Master, Kao Cen Darach, in the game's opening sequence (also known as the Return Trailer).
  • Zombie Apocalypse: The Kaon Under Siege Flashpoint with the Rakghoul plague causing the apocalypse.

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