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Video Game / Star Wars: Republic Commando

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Always remember, the squad's favorite command is "Search and Destroy". We love doing our job, Boss.
Scorch: Would you like a large or a small crater, Boss?
Boss: Just get us inside without killing the squad, okay, Scorch?

A Star Wars Legends First-Person Shooter released in 2005 for the Xbox and PC, and one of the most well-received games to come out of the Star Wars prequel trilogy, Republic Commando puts you in the shoes of RC-1138 "Boss", leader of Delta Squad (No, not that one nor that one), a special forces unit in the Clone Army.

You are assisted by three other commandos:

Delta Squad fights against Separatists and their Trandoshan allies to attack vulnerable targets and complete critical objectives to ensure victory for the larger Republic forces. There are only three missions, on Geonosis, a Republic Cruiser, and Kashyyyk, each divided up into four to six sections, and while each is worthy of being called as long as any one of Deus Ex's "missions" it's over quickly, especially with the Cliffhanger ending. Meanwhile, each of the four clones is given at least some depth with their voice interactions (with Boss being voiced by Temuera Morrison, like the clones in the films).

The Republic Commando Series by Karen Traviss features Delta Squad in a supporting role, save for the first one, in which they just had a one-scene cameo. They also got a one-scene cameo in The Clone Wars, which technically means they also exist in the rebooted Star Wars Expanded Universe. This connection was reiterated when Scorch was featured in a voiceless cameo role in Star Wars: The Bad Batch, though he didn’t come face to face with his Expy, Wrecker, as the latter was waiting on the ship.

An upscaled, multiplayer-less version of the game was released on April 6, 2021 for the PlayStation 4 and Nintendo Switch, and the original Xbox version is available on the Xbox One/Series family of consoles.


  • Abnormal Ammo: According to the Strategy Guide and unlockable extras, the beam weapon used by Geonosian Elites is powered by the internal fluids of its Geonosian user. This means that you can't simply reload an old beam weapon with the ammo of the new one and have to discard the old one once it's spent.
  • Adaptation Distillation: Parts of the game's Kashyyyk segments were adapted in Order 66, but details varied, to put things mildly. To a lesser extent, the prologue of Hard Contact may fall within this category too, as it's unclear just how and when the events detailed there fit in with the game, given that the first few Geonosis levels segue into each other.
    • The events of Hard Contact's prologue get a brief mention in a throwaway line by the team's advisor - when assigning the team to locate and destroy a Geonosian factory, he notes that they are taking over for "Three-Six's squad" who were wiped out. RC-1136 is Darman, the POV character for the prologue.
  • Added Alliterative Appeal: From Scorch:
    Scorch: Ceasing slicing sequence, sir.
  • A.I. Breaker: Getting up close and personal with most ranged enemies leaves them somehow unable to shoot you if you're right in their face. Trandoshan heavies are particularly vulnerable due to refusing to stop firing until they need to reload, while Droidekas are outright defenseless thanks to lacking a melee attack. Super Battle Droids are quicker to disengage and slap you silly if you try this, but that still gives you time to back away shoot them.
  • Air-Vent Passageway:
    • Used by Boss at least once aboard the Prosecutor to evade overweight Trandoshans, though the safety is short-lived, as the tunnels he escapes into contain scav droids and flammable tanks attached to the walls.
    • Later in the game, Delta Squad escapes a hairy situation in the first level of Kashyyyk via one of these, though they have to use explosive charges to open it.
    Boss: I found the hatch!
    Scorch: Heh. If that isn't a red carpet...
    Sev: Where's it lead?
    Scorch: Well, who cares? As long as it's not here!
  • Alien Blood: Has a tendency to get on your visor along with the droids' Symbolic Blood.
  • And This Is for...: A post-mortem version, Played for Laughs.
    Scorch: That was for Delta twenty-three! Or was that thirty-two?
  • Artificial Brilliance: Your team is quite efficient in their own right. If you tell them to take up a defensive position, not only will they get there without fail except in very exceptional circumstances, but will hold it properly for quite a long time. If you go down, they will either rush to your aid or lock down the situation to the best of their ability depending on your orders.
  • Artificial Stupidity:
    • Despite the above, it is usually best for you to stay out of the line of fire between your squadmates and the enemy, especially when one is stationed at a sniper position since no member of your squad is Friendly Fire Proof. If you do not take this precaution, you can expect to see a blue energy trail passing through your torso on its way to intersect with the enemy and a commensurate drain on your shields and/or health bar. And things don't always end well when they start throwing grenades. Bouncing off the door back toward the squad during a door breach, or using them on enemies that have charged into melee with you.
    • Every enemy is painfully stupid. Justified for the droids, which don't exactly have self-preservation instincts, but Trandoshan mercenaries won't notice you walking behind their cover to literally stab them in the back, slavers will lightly sprint into heavy fire wielding knives, and even Grievous' bodyguards will walk straight into an EMP grenade if you throw it in front of their attack path.
      • Somewhat justified in the Trandoshan case not only in that they've never been portrayed as intelligent, but that the slavers themselves are fanatical and are actually called out as nuts by Delta Squad - most notability in a case where they charge through their own minefield.
  • A Space Marine Is You: As an elite clone trooper.
  • Ass Shove: Implied when Scorch is freed from his cell and revived.
    Boss: Did you get the data?
    Scorch: Yeah, yeah. They searched me, but I, I hid the data pretty well.
    Boss: Where exactly?
    Scorch: Uh, you don't want to know.
    Boss: Roger that.
  • Awesome, but Impractical:
    • The Wookiee Rocket Launcher does ridiculous damage to everything, but can only carry a few rounds and ammo is very rare.
    • The minigun picked up from Trandoshan heavies has enough firepower to rip through whole groups of mooks and does serious damage to the tougher enemies, but slows you to a crawl, eats through ammo like nothing else, and takes forever to reload.
  • Badass Crew: Delta Squad. Boss stands out in particular. In a quote from their training sergeant, Walon Vau, who has a reputation as a sadistic, brutal trainer, reveals that Boss broke his arm in hand-to-hand combat exercises.
  • Badass Boast: Boss, again.
    Boss: Alone against all these droids... heh, they don't stand a chance.

    Boss: You lizards need to learn that I'm a lot scarier than you are!
  • Badass Normal: All of Delta Squad qualify as this, as each one individually could carve their way through the entire separatist army despite their utter lack of force powers or lightsabers. Boss even finds a fallen Jedi's lightsaber at one point and just leaves it there.
    Boss: An elegant weapon for a more civilized age? Well guess what, times have changed.
  • Beating A Dead Player: After killing an enemy, Scorch and Fixer walk over and kick them to make sure they're dead. Sev on the other hand...
    Sev: (Fires a few extra plasma bolts into a corpse) "Rule 17: Always make sure they're dead."
  • BFG:
    • The bizarre Wookiee Missile Launcher.
    Boss: This thing is twice my size! Best be careful where I point it.
    • The Geonosian beam weapon is no slouch either. It can melt a Super Battle Droid or even a Magnaguard in just a couple seconds of sustained fire.
  • Big Book of War: Often quoted by the Deltas.
    Scorch: Rule #1: Kill 'em before they kill you.

    Scorch: Sev, did that corpse give you a nasty look?
    Sev: Rule 17...
    Scorch: We know, always make sure they're dead.

    Scorch: Rule 23: Never pull sentry duty on an empty stomach.

    Scorch: Sev, hey, I thought you were invincible.
    Sev: Rule 39: Never say no to bacta.

    Scorch: Rule #48, Sev: Any crash you can walk away from is a good one.

    Scorch: One's an anomaly, two's a trend. Rule 89, Boss.
  • Big "NO!": Said by a clone trooper who falls through the ceiling and subsequently dies aboard the Prosecutor.
  • Blade Below the Shoulder: The commandos have a retractable punching dagger in their gloves, which serves as your basic Melee attack. Expect to see plenty of Alien Blood.
  • Blatant Item Placement: Item placement is sometimes justified, such as being in friendly or once-friendly territory. In fact, in one case, during the Geonosis campaign, a Republic gunship drops some ammo and an important component for your Swiss-Army Gun. Other times, enemy installations are inexplicably stocked with decent supplies of ammo for Republic-issue weapons. The bacta tanks are justified when storming Geonosian and Trandoshan emplacements, but they're also strewn throughout a ship crewed entirely by droids. Repeatedly lampshaded by Scorch:
    Scorch: Whoever put these bacta tanks here deserves a medal.
  • Bloodier and Gorier: Republic Commando largely avoids the Bloodless Carnage that permeated prior Star Wars games.
  • Body-Count Competition: Scorch and Sev indicate that they are competing to see who can get the most enemy kills. Towards the end, Sev loses track of his count. It's revealed in the books that Sev is actively trying to reach a personal kill count for Geonosians equal to the total amount of clone commandos killed on Geonosis.
    Boss: This is the door to the bridge. Expect a large welcoming party.
    Sev: Now I'm really going to rack up the kills.
    Scorch: Not if I get 'em first.
    Fixer: Just don't get so caught up in counting that you forget to cover me!
  • Boss-Arena Idiocy: One of the Advanced Dwarf Spider Droids can be killed by dropping a shipping crate on its head. Convenient.
  • Boss in Mook Clothing:
    • The heavily-armored Trandoshan heavy assault mercenaries, who are equipped with a minigun that is capable of ripping your squad to shreds in short order. They can also take a lot more damage than even Super Battle Droids and are agile enough to try to dodge anti-armor rounds. Fortunately, there are only about 11 of them in the game, almost half of which are encountered in one of the last levels.
    • General Grievous's bodyguards. They're faster than anything else in the game and have an insane amount of health, being able to withstand multiple anti-armor grenades (a single anti-armor grenade will destroy a Super Battle Droid with a direct hit, which itself is capable of withstanding about 150 blaster bolts).
    • The Dwarf Spider Tanks are huge, packed with explosive weaponry, and require a ton of firepower to bring down (though you can sometimes disable them via other means such as by dropping a cargo container on them).
  • Bottomless Magazines: Although most enemies and every member of Delta Squad has to reload at some point, Boss seems to be the only character who is capable of running out of ammo. Your sidearm is self-recharging though.
  • Bottomless Pits: These exist as a hazard, but it often seems like you have to actually try to fall into one of them.
  • Bridge Logic: The commandos have to use an explosive charge to knock down a conveniently placed spire in order to traverse a subterranean chasm on Geonosis.
  • Broken Faceplate: Used in first person. The leader of Delta Squad will get cracks and chips on his visor when taking damage, which will be quickly repaired as the helmet's systems re-surface the visor.
  • Bunny-Ears Lawyer: Delta Squad, particularly Scorch and Sev. The former being about, oh, seven, mentally who loves nothing more than seeing Stuff Blowing Up, and the latter being a Sociopathic Hero Cold Sniper.
  • Call-Forward: Several lines are references to Star Wars films that take place chronologically later than the game's events.
    • During the mission aboard the Prosecutor, you can find a lightsaber hidden in an access vent. Boss says "An elegant weapon for more civilized times, eh? Well guess what... times have changed!"
    • When fighting hordes of battle droids Scorch will sometimes say, "These must be the droids we're looking for." He also will sometimes call out, "Look sir, droids!"
    • Upon seeing the droid control ship on Geonosis, Sev exclaims "Look at the size of that thing."
    • At one point Fixer will tell Scorch to "Cut the chatter".
    • The cell in which Scorch is held aboard the Prosecutor is 2187 - a reference to the cell in which Princess Leia was imprisoned aboard the Death Star. A few sections later you're ambushed in the detention level. The first set piece is forcing your way out the elevator while the enemies take cover behind familiar-looking consoles and in the corridor alcoves, and you exit the level by blowing a grate and descending into what looks like a garbage pit.
    • Boss's registration number - 1138. It's a recurring number in most of George Lucas' works, including Star Wars.
    • Delta 40's nickname, "Fixer" is a reference to a character who appeared in a deleted scene from A New Hope.
    • When confronted with Super Battle Droids, Wookiees have a propensity for ripping their arms out of their sockets.
    • And a retroactive one. After Delta Squad kills Sun Fac, your advisor informs you that your next objective will be to destroy a droid factory that "36's squad" failed to take out before. The squad being referred to there is Theta Squad, the fate of which was shown in more detail in Republic Commando: Hard Contact.
  • Camera Abuse: Most commonly, your helmet will jitter as you move or look around. Blood, droid fluid and water will splatter against your helmet's faceplate if you opt to get up close and personal with your enemies or stand out in the rain, but a convenient wiper system eliminates it to give you an unobstructed view after a while. Laser blasts and tiny objects traveling at high speed will warp or cause holes in your faceplate, which the wiper also conveniently and inexplicably repairs. Finally, the scav droids make a habit of trying to drill through your faceplate.
  • The Cameo: General Grievous makes a couple of appearances in the game: once flying in his ship on Geonosis, and another on Kashyyyk. However, Delta Squad never gets to fight him.
  • Canon Discontinuity: Like with the vast majority of the old EU, this is non-canon to the post-Disney Star Wars franchise.
  • Canon Immigrant: Despite the game becoming part of the "Legends" continuity, Delta Squad was carried over to the new Star Wars Canon thanks to a cameo appearance in the Star Wars: The Clone Wars episode Witches of the Mist, and Scorch making a (mostly) unvoicednote  second appearance in Star Wars: The Bad Batch
  • The Cavalry Arrives Late: Numerous times in Kachirho on Kashyyyk. Normally by the time Delta Squad gets to anywhere in the city, there are Wookiee bodies everywhere. Justified in that by the time they get there the battle is already well underway.
  • Ceiling Cling: When Delta Squad first links up with Sev on Geonosis, he is seen clinging to the underside of the platform the rest of the squad is rappelling down from in order to evade detection by two Geonosian warriors who are lying in wait for Boss, Fixer, and Scorch. Before the squad lands, Sev falls from his position and subsequently lays the smackdown on the warriors.
  • Child Soldiers: Because of rapid growth, chronologically every soldier you encounter, including yourself, is this, as well as being Slave Mooks.
  • Cliffhanger: The end of the last mission, in which Sev is ambushed away from the rest of your squad. Except this time you don't get to save him.
  • Clones Are People, Too: The game makes it clear that though all Clone Troopers, Delta Squad included, may be copies of Jango Fett, they are also individuals distinct from one another. Differences in experiences and training growing up do as much to shape them in personality as their shared genes do. For example, Scorch is so nicknamed due to a Noodle Incident during training that left his eyebrows permanently burned off.
  • Clone Degeneration: Although there are no actual examples, Scorch occasionally alludes to this sort of thing if the player does something stupid to get his (or a squadmate's) hit points knocked down to zero.
    Scorch: Maybe 38's a copy of a copy of a copy.
  • Clown-Car Base: A battle droid dispenser will not stop spawning droids until it's destroyed, no matter how many you kill.
  • Coconut Effect: Invoked in-universe by the Trandoshans, who use energy weapons designed to look, feel, and operate just like classic shotguns and other kinetic weapons. So much so that for some reason the Trandoshan "guns" are more effective against organics and less effective against robots (even regular Battle Droids).
    Boss: Hmmm, an energy weapon that looks like a slug thrower... I didn't think the lizards were that nostalgic.
  • Cold Sniper: Sev.
  • Collapsing Lair: You have 5 minutes to rendezvous with your squad AND secure CIS launch codes (a process that takes over a minute) before the entire ship explodes.
  • Color-Coded for Your Convenience:
    • The commandos have painted armor so you can tell them apart: red for Sev, yellow for Scorch, green for Fixer. It's also included on the interface to distinguish which commando is where by coloring their numeric designations. Orange is for Boss himself, though it's only seen in various artworks and promotional material. Word of God says this was George Lucas' suggestion when he was reviewing the game so the player could tell the characters apart.
    • More subtly, this also applies to the four types of grenades available to the player. Not only are they all different shapes, each grenade has a unique accent color and produces a uniquely colored "comet tail" effect when thrown: red for thermal detonators, blue for EC detonators, white for flashbangs, and green for Geonosian sonic grenades.
  • Comedic Sociopath: Scorch and Sev are opposite sides of the same coin.
  • Conlang: The Ominous Latin Chanting that forms much of the game's soundtrack is Mandalorian (Mando'a). Partial - and frequently, complete - translations of the lyrics can be found in the game's tie-in novels.
  • Controllable Helplessness: The player begins the game as a baby inside a People Jar, where he can only look around and move his hands. Additionally, during the main part of the game, a Non-Lethal K.O. results in the player being presented with the option to look around and watch the action with blurry vision as his squad mates do their thing, or to order one of them to revive him or to reload his last save game.
  • Critical Existence Failure: You're good and ready for a fight up until that last health bar depletes, although you do tend to move a bit slower, and your co-commandos visibly limp.
  • Darker and Edgier: Basically a grunt's view of Star Wars, where the Force is nowhere to be seen or felt and spurts of blood and droid oil from your enemies have to be cleaned off of your visor when fighting up-close.
  • Deadly Gas: After being forced to return to the detention level and surviving a Trandoshan ambush, Delta Squad activates the detention block's security systems, resulting in it being pumped full of Deadly Gas that comes in a rather interesting shade of mauve. Delta Squad remains unaffected, as their helmets protect them from that sort of stuff. Their enemies, however...
    Scorch: I guess we know how long Trandoshans can hold their breath.
  • Dead Man's Trigger Finger: This usually happens if you manage to decapitate a standard battle droid.
  • Deadpan Snarker: Both Scorch and Sev, but in entirely different ways. Boss occasionally adds some snark when giving orders.
    Scorch: Your behavior frightens and confuses me, sir.
  • Deflector Shields: The members of Delta Squad are equipped with personal shields (which never seem to be employed in the novels). Destroyer Droids/Droidekas have their signature bubble shields. Super battle droids can also occasionally be seen employing what appears to be a personal shield from their arm, usually when faced with grenades.
  • Diabolus ex Machina: At the end of the game, your squad has taken out a massive separatist gunship and are ready for evac. Then, out of nowhere and offscreen, Sev reports he's under attack and you lose contact with him. Despite the protests of your squad, your commander refuses to let you rescue him, and you all get on your evac shuttle, leaving him to die. It's not a Heroic Sacrifice or any other meaningful death, just a sour note to make your victory bittersweet.
  • Diegetic Interface: Justifies the HUD as the interior of your character's helmet, resulting in fun or annoying Interface Screws. The option of a more traditional and less obstructive FPS HUD is included.
  • Dirty Coward: Boss all but accuses a clone trooper of being one of these during his initial foray aboard the "Prosecutor". When said trooper manages to get killed by a basketball-sized droid moments later, all Boss can say is "what a waste of good genes."
  • Drop Ship:
    • The Clone LAAT/i Gunship fills this role. It is also a rich source of Death from Above, giving the team a good rappel point, and is your Gunship Rescue of choice, an essential part of any healthy, balanced Delta Squad mission.
    • Trandoshan drop ships appear in a couple of levels, where they serve as Mook Makers.
    • The Prosecutor mission shows that droid dispensers can function as this.
  • Elites Are More Glamorous: While Darker and Edgier for Star Wars in general, the commandos are far more impressive and well-regarded than the rank-and-file clone troopers. One clone on the Prosecutor openly resents them for it, while being rescued.
  • Elite Mooks:
    • Super Battle Droids. Armed with a heavy blaster that can fire charged shots and heavily armored enough to withstand over 150 blaster rounds, they start out sporadic and vaguely challenging but once you get the anti-armor attachment for your DC-17, they're a cakewalk. That is until you start running into Super Battle Droid dispensers, then...
    • Destroyer Droids, which possess powerful shield generators and superb firepower. Even with shields, they're only about half as durable as Super Battle Droids, but they put out a lot more blaster fire with their twin blasters.
    • Geonosian Elites, which are about as tough as a Super Battle Droid and armed with a beam weapon that can melt a commando with about ten seconds of continuous fire. They also dart around in the air constantly, making targeting them quite difficult.
    • Trandoshan Mercenaries have distinctly more firepower and armor than the Slavers and are noticeably more mobile than battle droids, and will actually use cover. Your Mission Control even warns you that the mercs have legit military training and equipment and shouldn't be underestimated.
  • Embarrassing Rescue: This appears to be how one of the standard clone troopers stationed aboard the "Prosecutor" felt about being rescued by the player.
    Clone trooper: Ah, one of the deluxe models. Come to save us with your "superior training"?
    Boss: This "deluxe model" is the only thing standing between you and a bloody death, so you'd best be showing some respect, trooper.
  • Emergency Weapon: The pistol. It has just about everything you hate about the DC-17 "assault rifle", and replaces the melee attack with a slower, weaker Pistol Whip. It actually does reasonable damage, but can only fire enough shots to maybe kill one enemy before needing to recharge for a few seconds.
  • The Enemy Weapons Are Better:
    • Geonosian sonic detonators easily pack the most punch of all the hand grenades, rivalling the DC-17's grenade launcher in terms of damage per hit.
    • Zig-zagged with the weapons carried by the more common Trandoshan enemies. The SMG is less accurate than the player's blaster rifle, while also being limited to just over half the total ammo capacity. The shotgun meanwhile is a near-guaranteed one hit kill against similarly armed opponents, but suffers from a major case of Short-Range Shotgun syndrome. (Ammo pickups for both may be significantly more common in certain areas, however.)
    • Weapons of the enemy elites are almost always worth picking up. The Trandoshan heavy repeater capably fills the role of a general purpose machine gun, with the highest number of both total shots (400) and shots between reloads (200). The concussion rifle packs similar damage to the grenade launcher while holding over twice the ammo capacity. The Geonosian beam weapon likewise quickly drains enemy health, though unlike other weapons it cannot be reloaded and must be discarded for a new one when empty.
  • Escort Mission: You end up escorting a fellow named Tarfful a few times. He isn't invincible, but since he is a Wookiee chieftain, he has a considerable amount of hitpoints and can deal quite a bit of punishment, including one hit killing super battle droids by slamming them in the ground and ripping their arm off. The only problem may be that he only engages in melee combat, leading to him being killed by friendly fire from your squadmates, especially if you've assigned one of them to an anti-armor position. Thankfully, during big battles with Droid Dispensers, he hides from enemies until it's time to advance.
    01/425: He must survive. Highest priority.
    Scorch: That would be easier if he'd back down a little.
    01/425: Never argue with a Wookiee, Three-Eight.
  • Ethereal Choir:
    • Utilized to a somewhat unsettling effect during a couple of indoor and underground segments during the Geonosis campaign.
    • A rendition of the "Emperor's Theme" is also sung during title card sequences prior to each campaign.
  • Every Car Is a Pinto: Or in this case, a speeder bike (the same version that explodes spectacularly during the Endor chase scene in Return Of The Jedi.) True to form, Scorch calls that model a "death trap", and you can activate it to fly straight into a droid dispenser and blow up.
  • Everybody's Dead, Dave:
    • Save for a few clone troopers, it appears that all Republic personnel aboard the "Prosecutor" were killed. Even worse, by the end of the mission, it is pretty clear that even the clones you encounter alive are dead before you beat back the droids.
    • Before Tarfful and Delta Squad can reach them, this fate also befalls Tarfful's soldiers during your final Escort Mission with him.
  • Everything Fades
  • Evil Counterpart: The Trandoshan mercenaries seem to be this to the Clone Commandos, employing tactics almost similar to them and their usual weapon (an SMG) being functionally similar to the DC-17 blaster rifle attachment. This is also emphasized in the multiplayer mode, where you either play as a Clone Commando or a Trandoshan Mercenary.
  • Evil Elevator: Aboard the "Prosecutor", the squad survives an encounter with one of these relatively unscathed.
  • Exploding Barrels: Present in several places on the Prosecutor. The conspicuous placement of them is called out and justified by Boss, who notes that the Trandoshans must be using them as Improvised Explosive Devices. Also present throughout much of the Geonosis levels with tanks of explosive resin harvested by the Geonosians.
  • Eye Scream: Scav droids will latch onto your helmet and attempt to drill your eye out.
  • "Facing the Bullets" One-Liner: Provided by Scorch near the end of the Prosecutor missions:
    Fixer: Unmanned gunnery against a battle-cruiser?
    Boss: We can give them a black eye, at least.
    Scorch: We'll make them regret the day they blew up Delta Squad!
  • Falling Chandelier of Doom: After Boss uploads an "anti-protocol worm" into the systems of a droid control ship on Geonosis, certain droid dispensers that are precariously hanging from the ceiling can be shot down, bringing them crashing down onto anyone unlucky enough to be beneath them. Inside a Separatist supply camp on Kashyyyk, you can instantly take out a Super Battle Droid dispenser by shooting a cargo container suspended by a crane above it (however, since the container is swinging, timing is important).
  • Fantastic Slurs: Delta Squad uses the terms "clankers" and "mechanicals" to refer to droids, while Trandoshans are "scalies" or "Trandos". For their part, droids will call Delta Squad "meatbags".
  • Fast-Roping: Done by your squad, as well as Trandoshan mercenaries.
  • Fictionary: The ominous singing heard in the menu and at various points of the game is sung in the fictional Mandalorian language, created by the game's composer Jesse Harlin and further developed by Karen Traviss in her Republic Commando novels.
  • First-Person Ghost: Like many other games, you are unable to see your torso or legs using the standard first-person view. The player is capable of seeing Boss in third-person by using the "behindview" command, but the armor on this representation of Boss lacks the orange paint job, instead settling on plain commando armor.
    • A fan mod that's become the go-to fix for playing the game on 1080p or higher resolutions rectifies this by actually adding a pair of animated legs that you can see when looking down.
  • Foe-Tossing Charge: The enemy-to-enemy version occurs when Super Battle Droids sometimes take a whack at lesser battle droids, in an apparent Shout-Out to a shot in Attack of the Clones where an SBD was seen smacking some battle droids out of the way in order to get them out of its field of fire.
  • Force-Field Door: These are present primarily during the factory levels on Geonosis.
  • Four-Temperament Ensemble: The four Clone Commandos of Delta Squad are this. Delta-38, "Boss", is choleric, showing good leadership instincts. Delta-40, "Fixer", is phlegmatic, being, as Taun We put it, "A pure and uncomplicated soldier." Delta-62, "Scorch", is sanguine, showing much enjoyment in blowing the CIS forces apart. Delta-07, "Sev", is melancholic, being the Cold Sniper of the group and showing great care to place each round for maximum efficiency.
  • Gameplay-Guided Amnesia: All things considered, during the first few levels, Boss probably should be familiar enough with the hardware and software at his disposal as well as the roles of his squadmates were trained for so that he doesn't require the clone advisor to tell him these things.
  • Gas-Cylinder Rocket: A variation occurs when the Trandoshan enemies are shot in their jetpacks, sending them shooting into the air.
    Scorch: I didn't know Trandoshans could fly!
  • Ghost Ship: The Prosecutor.
  • Giant Mook/Heavily Armored Mook: Super Battle Droids, Genosian Elites, and Trandoshan Heavy Assault Mercenaries. Super Battle Droids are 8 feet tall, can withstand about 150 blaster bolts or 4 thermal detonators before falling, and are equipped with a combination blaster/ rocket launcher arm cannon. Geno Elites are about as tough as SBDs and are armed with powerful beam cannons, plus they can fly. Heavy Trandos are even tougher than Super Battle Droids, and carry a very powerful mini-gun that can cut you down in less than a second. The anti-armor rifle mod kills them both very quickly, though.
    • Lightning Bruiser: Besides being tough enough to withstand multiple anti-armor rounds, the Trandoshan Heavies are still agile enough to occasionally dodge incoming anti-armor rounds.
  • Go for the Eye: The suggested strategy in dealing with Advanced Dwarf Spider Droids, as it's the droid's only known weak point.
    01/425: Its durasteel plating is rated for starship hulls, and is nearly invulnerable to small arms fire. Only its optical cluster, the red orb on its abdomen, is unshielded and vulnerable.
    Scorch: In other words — shoot the big red spot!
  • The Goomba: Battle droids, of course. They die after only a few shots, have below-average aim and a slow rate of fire, and while reasonably maneuverable they lack the ability to do things like sprint or dive away from grenades, as well as being unable to use grenades themselves. Trandoshan mercs prove to be much better fighters compared to battle droids when they show up later in the game.
  • Grenade Hot Potato: Certain enemies and the player's squadmates will throw grenades back at their source if given the opportunity.
  • Gunship Rescue:
    • Twice during the Geonosis missions - once during the Factory escape, and again during the Core Ship escape.
    • And again in the Trandoshan/Separatist supply base on Kashyyyk.
  • Guttural Growler: Sev. Something must have happened to his vocal chords growing up to make his voice so distinctive from the other members of Delta Squad.
  • Harsher in Hindsight: In-universe example. In a tense moment aboard the Prosecutor, the squad loses contact with Scorch and Boss orders Fixer to, "Keep searching for 62. I don't want to become a three man squad." Delta Squad complies with an order to leave Sev behind at the end of the game.
  • Heal Thyself: The bacta dispensing stations strewn about are ostensibly for battlefield first aid and stabilization. However, the Clone Commandos are explicitly noted as having bacta processing implants (which normal Clone Troopers lack) allowing them a quick Healing Factor from sufficient bacta doses.
  • Hyperspace Arsenal: Averted with the Swiss-Army Gun allowing different barrels to be attached to the same base weapon, but played straight with the additional weapons you can pick up. Especially the Wookiee rocket launcher, which Boss explicitly notes is twice his size.
  • Imperial Stormtrooper Marksmanship Academy:
    • Quite literally, and possibly lampshaded during the opening sequences with practicing clone-troopers that shoot terribly, and your allies are not spectacular either... Until placed in sniper positions. This seems to make them much more efficient.
    • Also during the Prosecutor mission, as the Squad is forced to use automated gunnery against a Trade Federation Battlecruiser; whilst they'll probably hit, the chances of doing any effective damage are low. Fortunately, another Republic ship is on hand to provide precision fire once the Prosecutor's brute-force volley fire has hammered the Battlecruiser's shields into submission.
  • Incredibly Durable Enemies: Anything higher up than the most basic Grunt-level Mooks can take a shocking amount of firepower to bring down. Judicious use of your limited supply of heavy weaponry is almost essential to get through the game.
  • Informed Ability: Scorch is the explosives and demolitions expert, Fixer is the computer and hacking specialist, and Sev is the team sniper. However, all four squad members, even Boss, are equally proficient at all of these "specialized" tasks, most likely for balance. Despite this, Sev and Scorch will occasionally protest in an amusing fashion if you tell Sev to plant a charge or Scorch to snipe.
    Scorch: Uh, Boss, are you sure you want Mr. Deathwish setting explosives?
    Sev: Boss, you sure you don't want someone who can shoot straight?
  • Informing the Fourth Wall: Usually happens when the plot separates Boss from the rest of the squad.
  • Instant-Win Condition: If you make it to the level exit while the rest of your squad is incapacitated and surrounded by enemies, the entire squad starts the next area on their feet, albeit with half of their total health left. Though there are rare exceptions, usually involving elevators, which won't leave without all of your squad.
  • Insurmountable Waist-High Fence: The player can jump, but only barely. Still, many barriers are still low enough to climb over. Insurmountable Shoulder High Barricades appear a lot, but your team can typically blast through them.
  • Interface Screw: Jamming devices and scavenger droids will cause static to appear on your screen. The latter will also cause a brief Snowy Screen of Death if you kill a scavenger droid after it attaches itself to your helmet and starts drilling through your faceplate. Additionally, if you look at a particularly intense explosion or a flashbang grenade as it goes off, you will be temporarily blinded.
  • Invisible Wall: One of these can be found at the beginning of the Prosecutor campaign and is presumably there to prevent you from exploring the darkness of space. A group of mynocks seems to have no problem passing through it, however. Perhaps the most blatant of these in this game was placed behind the start point of the level containing the wroshyr tree nursery.
  • I Want My Mommy!: Of all things, battle droids will occasionally exclaim "Mommy!" if a grenade is tossed into their midst.
  • It's Quiet… Too Quiet: Played straight at one point during the Kashyyyk levels. Fixer says the first half, Boss says the second and upon passing the threshold into the next room the squad is subject to multiple ambushes by scavenger droids and Trandoshan mercenaries. Fixer also tends to say the first half of the line throughout the game if he and the rest of the squad haven't been given anything to kill for a while.
  • Kick the Dog: Just prior to rescuing Sev aboard the Prosecutor, when the player witnesses the Trandoshan slavers beating him in order to get him to divulge information, a pair of Trandoshans can be seen taking turns scaring the living bejeesus out of an R2 unit. After awhile, one of the pair decides to kill the droid for no discernible reason with a good whack from his shotgun.
  • Kick Them While They Are Down: Sev, Scorch and Fixer will oftentimes verify that enemies are not Playing Possum by shooting them at point-blank range.
    Sev: Now it's extra dead.
  • Land Mine Goes "Click!": In addition to emitting an audible beeping noise before exploding, a land mine is equipped with bright LEDs. If it's touched by the player's crosshairs, a red dome showing its radius appears, joined with a verbal warning by Boss or one of the other commandos concerning its presence. Furthermore, a mine only explodes if the player or his teammates are standing within its radius, allowing them to crouch-walk up to it in order to disarm it.
    Fixer: Don't get near the mines unless crouched!
  • Large Ham: The Trandoshan Heavy Assault Mercenaries. Oddly enough, this is telegraphed by the subtitles designating them as "Trando HAMs."
    Trando HAM: "Surrender to the terror, human!" or "Flee while you still breathe!" (Points at Boss and then slices his finger across his throat to intimidate him)
  • Leet Lingo: Scorch will occasionally say "No terminal can match my l33t hax0r skillz!" when ordered to slice a computer terminal. Yes. He really does.
  • Let's Split Up, Gang!:
    • This is done once at the beginning and then about two-thirds of the way through the Geonosis campaign.
    • Then once again when Delta Squad boards the Prosecutor separately, with rather adverse results, but they once again team up and complete their mission.
    • On Kashyyyk, at the very end of the game, the squad gradually splits up to man individual Anti-Aircraft gun turrets, in order to destroy a Separatist vessel.
  • Life Meter: Shown to be part of your helmet's HUD. Once your shields are beaten down, it goes from green to yellow to orange (during which the interior of your helmet takes on a pulsing orange hue and a flashing text message helpfully informs you "HEALTH CRITICAL").
  • Limited Loadout: Played with. Boss can only carry one weapon in addition to his standard-issue DC-17 rifle and backup pistol. However, as the DC-17 is a Swiss-Army Gun with rapid-fire, sniper, and grenade launcher attachments, this isn't much of a problem.
  • Lizard Folk: The secondary antagonistic force, The Trandoshans. A race of reptilians that can usually be found in the professions of slavers, mercenaries, bounty hunters, and pirates. They Come in different shapes and sizes like the short and stocky slavers, The beefed-up Mercenaries which can go toe to claw with a Clone Trooper Commando, And the massive Elite Mercenaries with their affinity for big guns.
  • Logo Joke: The LucasArts logo is rendered in monochrome and distorted with static, as radio transmissions can be heard in the background.
  • Lower-Deck Episode: Rather than focusing on Jedi and the primary actors in the Star Wars universe, this game focuses on a small squad of skilled and well-equipped commandos, who are largely kept only aware of their present missions, and focus on that exclusively.
  • Man on Fire: Tends to happen to anyone unfortunate enough to be near an Exploding Barrel or thermal detonator when it goes off.
  • Million Mook March: The end of the introduction montage, where Delta Squad assembles with the other Clone Troopers on Kamino to load up for deployment to Geonosis.
  • Mission Control: The clone advisor, 01/425 serves this role. He provides handy tidbits of information. He also loses and regains contact with the player at dramatically appropriate moments.
  • Mood Motif: The unnamed musical theme that first appears during the section of the Training Montage where a very young Boss is being shown how to assemble a DC-17 frequently comes back during poignant moments, such as when silence is the only response to Boss's attempts to contact the rest of the squad towards the end of one level aboard the Prosecutor when Boss and Fixer find an incapacitated Sev being beaten by Trandoshans, or when Delta Squad abandons Sev on Kashyyyk.
  • Mook Maker: Droid dispensers - machines that are capable of deploying a seemingly infinite number of battle droids until they are destroyed with a detonation charge. Trandoshan dropships serve this purpose in a couple of levels.
  • Mooks: Hundreds upon thousands of them, namely the fodder Trade Federation battle droids. You don't see very many of them in later levels, where they are replaced with hordes of Trandoshans instead. They're a whole lot tougher, not that that's saying much.
  • Mooks, but no Bosses: There are no proper boss fights in the game; the closest are a few Boss in Mook Clothing encounters with Dwarf Spider Tanks and General Grevious' Magnaguards.
  • More Dakka: The LS-150 carried by Trandoshan heavy assault mercenaries.
    Fixer: I heard they carry an LS-150 Heavy ACP Repeater.
    Boss: You heard right. Nasty weapon...
  • Non-Lethal K.O.: This is usually what happens to a member of the squad once his Life Meter reaches zero and at least one other member of the squad is still active, resulting in a state of Controllable Helplessness. Handwaved by mentioning that the commandos have bacta processing implants, which for some reason require external assistance to kick start. The game ends if the squad fails an objective, the player's Life Meter reaches zero when all of the other squad members are incapacitated or there are no other squad members around, he falls into Bottomless Pits, or has been killed by his squadmates for opening fire on them.
  • No One Gets Left Behind:
    • Played straight when Boss reassures Fixer that he won't leave him behind and as the two go on to rescue Sev and Scorch from the Trandoshan slavers.
    • Subverted when Delta Squad complies with the order to leave Sev behind on Kashyyyk, over Scorch's protests.
  • Nonuniform Uniform: Each member of Delta Squad essentially wears the same type of armor but with differing accessories and paint jobs. This stemmed from a suggestion by George Lucas that the designers have some means of visually differentiating one member of Delta Squad from the other.
  • No Sidepaths, No Exploration, No Freedom: Save for two minor instances, the player will find his or herself following a tightly plotted course most of the time.
  • Ominous Latin Chanting: Ominous Mandalorian chanting, rather, in many of the songs, especially the title track "Vode An". Exaggerated on certain parts of the Kashyyyk level, where the real-world Maori influence on Mandalorian culture results in a full-blown Mandalorian equivalent of a Haka playing over fights.
  • Opening Scroll: A notable aversion for a Star Wars game. This is jettisoned in favor of an Opening Monologue by a Kaminoan scientist, underlying a Training Montage from your character's perspective, followed by your squad's deployment from Kamino. After this, a series of expository title cards are displayed while a variation of the "Emperor's Theme" is played just before you make the drop to Geonosis.
  • Operation: [Blank]: The Strategy Guide. A few examples: "Operation Bug Hunt", "Operation Hammer Fist", "Operation Ghost Ship", and "Operation Fur Ball".
  • Pardon My Klingon: The Deltas use all manner of previously-established in-universe curse words.
    Boss: Blast!
    Fixer: What was that, sir?
    Boss: Eh... Just some interference on the comlink.
  • Phlebotinum Breakdown: Your communications with 01/425 are subject to interference by jamming devices on two separate occasions, followed by your squad finding it and taking it out of commission to restore communications.
  • Pillar of Light: Each time one of General Grievous's bodyguards is dispatched, the player is rewarded with seeing one of these as they explode.
  • Pistol-Whipping: The Trandoshan weapons deal pretty good damage when Boss whacks said Trandoshans over the head with them (in particular, the minigun has a bayonet, and the concussion rifle's melee attack can stun some of the more durable enemies). The actual pistol, on the other hand, is a lot weaker as a melee weapon.
  • Psycho Party Member: Scorch worries that Sev may be one of these in one of the loading screens:
    Scorch: Boss, Keep an eye on Sev. He's been talking in his sleep lately, and I gotta tell you... it's scary stuff. Very scary stuff.
    • Also, on Kashyyyk:
      Scorch: Man, this place gives me the creeps.
      Sev: Ah, Scorch, nothing better than a jungle hunt. Hiding in the bush, putting a plasma bolt through a hostile's cranium... makes me feel alive.
      Scorch: Okay, now 07's giving me the creeps.''
    • Scorch is plenty psycho himself, with his attraction to Stuff Blowing Up.
  • Put the "Laughter" in "Slaughter": Both Scorch and Sev.
  • Radio Silence: If there is one thing in life that Fixer desires aside from gutting enemies with his vibroblade, it might be a Delta Squad that does not clutter up comms with unnecessary chatter. Scorch and Sev, however, seem to have made it their goal in life to deny him this small comfort.
    Scorch: Six-Two Here. I think I've reached the coolant intake valve. Uh, no, wait, it's an exhaust port.
    Fixer: Six-Two, could you can the chatter until you've got something useful to say?
  • Radio Voice: Used whenever Republic personnel communicate with one another. Overly prevalent during the first Geonosis level.
  • Ragdoll Physics: If an enemy is still intact after being killed, it can be tossed around by weapon hits and explosions, as well as Delta Squad and living enemies coming into contact with it. This can result in the rather dissonant spectacle of a seemingly heavy and solid object like the remains of a Super Battle Droid appearing to have all the mass of a paperweight.
  • Rank Scales with Asskicking:
    • Tarfful the Wookiee chief, naturally.
    • Boss is also a prime example. At one point, he will single-handedlynote  take down a Dwarf Spider Droid. Without a scripted win scenario. You don't conveniently get to drop anything on it, or slip in behind and damage key components. You do get a Wookiee Rocket Launcher though, to even the odds.
  • Read the Freaking Manual: In an in-universe example, upon Delta Squad's first encounter with a droid dispenser, Sev asks what it is. Fixer subsequently criticizes him for not reading the mission briefing.
  • Recurring Riff: The melody from the chorus of "Vode An" reappears in a number of the game's other songs.
  • Red Oni, Blue Oni: Scorch is red to Sev's blue. Alternately, they're both red to Fixer's blue.
  • Regenerating Shields, Static Health: You have a regenerating energy shield, but it's pretty weak (a few blaster shots will knock it out), and static health (which isn't very high either, you go down after several hits). On the plus side, your squad can revive you whenever you get shot down as long as they don't get shot down themselves.
  • Redshirt Army: Just about everyone besides you and your teammates is cannon-fodder, though admittedly you don't run into any other Republic Commandos, let alone ARC troopers or Jedi. On Geonosis, there are two squads of troopers that you can rescue, and on the Prosecutor, there's one squad, plus a lone soldier in close vicinity to the squad, and you can only save them if you're either very good at the game or you blow up all of the defense turrets before they're hacked, or not let the turrets get hacked in the first place.
  • Reptiles Are Abhorrent: The Trandoshan slavers.
  • Rule #1: Kill them before they kill you.
  • Running Gag: Scorch's penchant for being creeped out by various things.
    Scorch: Lizards give me the creeps!
    Sev: (sniffs) Everything gives you the creeps.
  • Scare Chord: This is used a couple of times when Boss is solo aboard the Prosecutor.
  • Scenic-Tour Level: Your arrival on Geonosis, as well as Kashyyyk.
  • Send in the Search Team: The second campaign begins with Delta Squad boarding a seemingly abandoned derelict assault ship in order to discover what happened to it and salvage data from its computers. Initially, they lose contact with their advisor and then from one another.
  • Series Continuity Error: In the Kashyyyk levels, the advisor is portrayed as wearing the Phase I clone armor, even though at this point in the war the GAR had transitioned to the Phase II armor as seen in Revenge of the Sith.
  • Shoot the Fuel Tank: For reasons that are left unexplained, Trandoshan mercenaries have fuel canisters strapped to their back. Hitting these canisters with any of your weapons will cause them to explode, killing the mercenary and propelling him upwards.
    Sev: Flying is easy, landing is hard.

    Scorch: Hey, I didn't know Trandoshans could fly.

    Sev: What goes up...

    Scorch: Whee!

    Sev: I love my job.
  • Short-Range Shotgun: The Trandoshan ACP Array gun, an Energy Weapon that functions similarly to a shotgun.
  • Shout-Out:
    • Scorch does this a lot. While they're mostly Star Wars related, there are a couple of things ranging from Monty Python to X-Men.
    • The title of the level, "Waking the Giant" refers to a famous (but apocryphal) line of dialogue from the film, Tora! Tora! Tora!.
  • Sibling Team: Delta Squad, other Commando squads, and the Clone Army in general. Scorch even calls Sev his pod brother.
  • The Siege: The roaring final battle aboard the Prosecutor against the Separatist forces about to steal it/destroy it.
    Scorch: We'll make 'em regret the day they blew up Delta Squad!
  • Slave Mooks: All Clones are this.
  • Smash to Black: Used in conjunction with the gunship door slamming shut at the end.
  • Sociopathic Hero: Sev.
    Sev: Come out, come out... so I can kill you all.
  • Sorry I'm Late: This is the manner in which Fixer finds Boss aboard the Prosecutor.
  • Space "X": Said by Scorch while slicing a terminal.
    Scorch: Almost, keep your space pants on...
  • Sparse List of Rules: The loading screens. "Rule number one: kill them before they kill you." "Rule seventeen: always make sure they're dead." "Rule thirty-nine: never say no to bacta." Several other rules are also quoted, but no actual strategies or tactics are mentioned, nor what document they're quoting from.
  • Spider Tank: The A-DSD Dwarf Spider Droids serve as an unmanned version of this, acting as minibosses throughout the game.
  • Squad Controls: The four common commands are "Secure Area" (defend a particular spot), "Form Up" (follow me closely), "Cancel Maneuver" (abandon current specialized task, see below, and return to previous order), and "Search and Destroy" (self-explanatory). Additionally, there is a number of context-sensitive commands triggered by the same button, depending on what you're targeting right now: focus fire on a particular enemy, take a specialized defensive position (sniper, grenadier, or anti-armor), man a turret, place a shaped charge on a door, slice a terminal, use a bacta station, place or disarm a landmine, or resuscitate a fallen squad member. Finally, if the Player Character goes down, you have the option either to recall the squad to revive him or to have them carry out current orders and revive him once the coast is clear again.
  • Stealth-Based Mission: One short segment aboard the droid control ship on Geonosis just barely qualifies as one of these. Being detected (which inevitably happens) doesn't end the game, but accidentally activating and becoming the target of too many Super Battle Droids at one time is certainly one way to turn Boss's day upside down.
  • Stuff Blowing Up: Lots and lots.
    Scorch: Debris blocking our path here, Boss. We need to detonate the rocks to get through. And I'm not just saying that because I love to blow stuff up.
    Sev: Yes, you are.
  • Super-Soldier: The Commandos, essentially. Bred with the best genes, receiving special training and equipment unique only to them and being the best of the best at their jobs, they're basically Star Wars Spartans.
  • Suspicious Video-Game Generosity: A unique variation thanks to the contextual nature of the Squad Controls. If an area contains a large number of spots to set up defensive positions or place traps, put your squad to work immediately... something nasty is headed your way.
  • Swiss-Army Gun: Your DC-17m is designed to function as a "normal" blaster rifle, a Sniper Rifle, and a Grenade Launcher — provided that you've collected the proper attachments for the latter pair of functions. The members of Delta Squad even swap between configurations by changing barrels and magazines in moments.
  • Take Your Time: Aside from the very end of the Geonosis and Prosecutor missions, there is never a time limit. Doesn't stop the advisor from incessantly telling Delta how urgent the mission is.
  • Taking You with Me: Scav droids at low health will attempt to kill you with a spinning kamikaze attack.
  • Tempting Fate:
    Fixer: Hold up, squad... I'm getting a read on something big headed this way.
    Scorch: Hope it's not a spider droid.
    (Door opens to reveal several battle droids and an Advanced Dwarf Spider Droid)
    Sev: Guess what? It's a spider droid.
    Boss: Incoming!
  • Theme Music Power-Up: Expect to hear Mandalorian battle hymns any time Delta Squad has to do something exceptionally bold and heroic.
  • There Is No Kill Like Overkill: Scorch seems to live by this trope, often wondering if he used enough explosives right after flattening something with a demolitions charge or quipping "Ahh, so that's how it opens" after blowing a door open and deeming the DC-17's anti-armor attachment "a real weapon".
    01/425: Payload includes a special anti-armor attachment for your DC-17. You're going to need it.
    Scorch: Yes! More explosives! You just made my day, Advisor.
    • When the Advisor queues up some "ordinance" to help defend the Prosecutor from invading Separatist battle droids - an AT-TE assault walker!
  • This Is Gonna Suck: When encountering a hallway full of hostile gun turrets aboard the Prosecutor, Boss's reaction is "Oh, hell" (curiously, the subtitle for this expression is "Not good".
  • Timed Mission:
    • The final Geonosis segment sees Delta Squad running and gunning through the corridors of a Trade Federation core ship with 5 minutes to make it to its bridge in order to access a computer and get out alive before it explodes.
    • The ending of the second section of the game requires your team to slice into and activate automated defenses in order to hold off a Separatist battleship. Constant attacks from battle droids make this difficult, and if you don't slice all four consoles in time the ship is destroyed—a fact that the ship's computer reminds you of by constantly chiming in with how much shield and hull strength remains (although the last 25% of the countdown takes much longer than the rest).
  • Trailers Always Spoil: The 2021 Updated Re-release trailer shows a later part of the final cutscene.
  • 24-Hour Armor: Played straight, though justified since Delta Squad is only seen while they are en route to, or executing their mission. Also poked fun of by Scorch in one of the level loading screens:
    "You know, I gotta thank whoever designed this Katarn-class armor for us. It's great stuff. But obviously, they never thought we'd need to sit down. Ouch."
  • Unexpected Gameplay Change: After spending most of Geonosis playing a squad-focused tactical shooter, the start of the Prosecutor level splits the squad up and forces the Boss to explore a Ghost Ship by himself. After spending a few minutes as a horror game, the appearance of Trandoshans combined with the scarcity of DC-17 ammo forces the player to maneuver and shotgun their way through levels in a manner somewhat reminiscent of old-school shooters, which lasts until about halfway through the Prosecutor.
  • Unexplained Accent/Not Even Bothering with the Accent: Boss is voiced by Temuera Morrison, but Sev, Scorch, and Fixer aren't, and have somehow developed unexplained American accents. (According to the creators, different voice actors were a reasonable necessity to keep their voices distinct, but that doesn't explain why their accents are different.)
  • The Unfought: General Grievous appears briefly a few times just out of your reach, but you never end up confronting him directly. Justified in that Grievous is a Jedi Master level opponent and thus somewhat out of your league as a Clone Commando.
  • Uniformity Exception: Fixer, Scorch, and Sev have their own unique voices and personalities, despite being clones like all the others in their army. The Watsonian reason for this is that, being commandos, they trained separately from the rest of the Clone Army under specialists whose quirks and accents rubbed off on them. The Doylist reason is that they make up the core Ensemble Cast of the game, so having them all sound and act the same would be boring.
  • The Unintelligible: Any Wookiee. Fortunately, however, 01/425 is around to make sure that the player does not miss any essential information they may be giving him.
  • Unusable Enemy Equipment: As well as unusable friendly equipment. For the former, there are the sidearms used by battle droids and the staves used by Geonosians and Magna-guards. For the latter, there are the blasters carried by the regular clones and (to the aggravation of many) an abandoned lightsaber found on the Prosecutor.
  • Unusual Euphemism: When Boss tells his squad to blow stuff up, he says things like "Let's re-arrange some architecture, Deltas!" and "Initiate radical restructuring, commando."
    01/425: Locate turret controls and commence disabling maneuvers.
    Sev: "Disabling maneuvers?"
    Scorch: Uh, blowing things up.
    Sev: Oh, I knew that.
  • Video Game Cruelty Punishment: If you attack and incapacitate one of your squadmates, this will usually earn you a harsh rebuke from the others, and if you continue with this behavior, they'll retaliate. And since your squadmates are also in charge of rezzing you when you normally get KO'd, if they kill you, it's an instant Non Standard Game Over.
  • Vitriolic Best Buds: Sev and Scorch (if the whole squad didn't already count).
  • What the Hell, Player?: A player ordering a squadmate to do something and then ordering them to do something else or rescinding the order shortly thereafter, blocking a commando's line of fire, getting in his way, or simply managing to blow himself up will typically earn him mildly disparaging comments from his squadmates. Canceling an order to have Scorch heal at a bacta tank can cause him to call Boss a sadist.
  • Where's the Kaboom?: Happens during a mission to destroy a bridge on Kashyyyk. Bad enough to get Boss riled up.
  • Wire Dilemma: Played for Laughs occasionally when Scorch is arming a charge. Given he is the joker on the team, he might be intentionally invoking this as a joke.
    Scorch: Was it "Red, Red, Green" or "Red, Green, Red?"
    Sev: And he's supposed to be the demolitions expert?
  • You Are Number 6: As with all clones in the Grand Army of the Republic, the actual name of each commando in Delta Squad is a number. Though they have nicknames for one another, they still exhibit a tendency to use numbers when addressing one another.

Alternative Title(s): Republic Commando