Which items are concerned?

  • Batarian State Arms: weapons and human armors.
  • Hahne-Kedar Shadow Works: weapons and human armors.
  • Cerberus Skunkworks: weapons and human armors.
  • Jormangund Technology: weapons and human armors.
  • Weapon mod: Hyper Rail.
  • Ammo mod: Harpoon Rounds.
  • Armor mods: Pressurized Seals and Hazard Seals.

Other items sometimes considered as cut content and/or available via console commands (the "X" ammo mods, the alien versions of these armors, etc) are not included in the game's loot tables. So they will not be available with the Black Market License.


How to obtain these items in game?


This was already implemented in the game and I didn't change it:
  • In the Normandy requisition store.
  • Possibly in some other stores, I haven't checked everything.
  • By killing certain types of enemies.
  • From certain types of containers.
You won't get more loot, these items are simply included in the list of what can be looted from certain enemies/containers, with a pre-defined probability.

The weapon/armor/ammo mods tend to be more common (included in more loot pools) than the weapons and armors themselves.

Note that all the items appear to be level locked: some of these items can only be obtained at rank IV or higher (from level ~18), others only at rank VII or higher (from level ~36).

The two things that I did modify:
  • I gave Cerberus goons a significant chance to drop Cerberus gear on death. Actually this was already implemented, but only for Cerberus Boss and SubBoss types, while most/all of the Cerberus enemies encountered are Elite. They do already drop quite a lot of gear in vanilla (but only Armax and Ariake); with the Black Market license some of these drops will be from Cerberus Skunkworks instead. But there is a random element of course.
  • I gave Batarian goons in Bring Down the Sky a chance to drop weapons and armor from Batarian State Arms.
These two sources are NOT level-locked (so, if you play Bring Down the Sky very early on, you can get Batarian gear at rank II or III).


What are the properties of these items?

For the armors and ammo/weapon/armor mods, I did not change any of the stats of these items. 

The stats can be found on the fandom wiki.

Interestingly, the weapons and armors from three of these four manufacturers have special properties that are strongly hinted at in the manufacturers descriptions, but most of these special effects are not repertoried on the wiki.

Batarian State Arms (wiki link).
  • All weapons inflict +50% toxic damage, and 5 damage/sec on enemies (similar to the Chemical/Polonium Rounds).
  • Both armor sets protect against environmental hazards, and give health regen (1/sec, like the Phoenix armor).

Hahne-Kedar Shadow Works (wiki link).
  • No special effects that I can see. 

Cerberus Skunkworks (wiki link).
  • All weapons have 25% Shield Bypass.
  • Both armor sets protect against environmental hazards, and have very high Tech/Biotic protection (but this is on the card)

Jormangund Technology (wiki link).
  • All weapons reduce enemy damage resistance by 10% / ignore 10% of enemy damage resistance, like the Harpoon rounds.
  • Both armor sets protect against environmental hazards, and have very large Shields (but this is on the card).


Weapons: fix and rebalance?

The weapons from these 4 manufacturers were not fully functional in the Legendary Edition, so they have been fixed and all their stats have been redesigned. 

  • The special properties mentioned above, which were still in the game, have been preserved (and added in the weapons descriptions).
  • The weapons are meant to feel a bit more unique than the vanilla weapons.
  • The weapons are meant to be strong enough to be viable options in late game (even as possible alternatives to HMW-X), without being too OP early on. So they scale with level differently than vanilla weapons.
  • Some of them may be a bit gimmicky, may have to try them to see the ones you like.

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