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+LootTables = ( TableName = "MOCX_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=1) )
+LootTables = ( TableName = "MOCX_AR", Loots[0]=(Chance=25,MinCount=1,MaxCount=1,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
+LootTables = ( TableName = "MOCX_SMG", Loots[0]=(Chance=25,MinCount=1,MaxCount=1,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
+LootTables = ( TableName = "MOCX_Cannon", Loots[0]=(Chance=25,MinCount=1,MaxCount=1,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
+LootTables = ( TableName = "MOCX_Sniper", Loots[0]=(Chance=25,MinCount=1,MaxCount=1,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
+LootTables = ( TableName = "MOCX_Shotgun", Loots[0]=(Chance=25,MinCount=1,MaxCount=1,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
;COIL TIER
+LootTables = ( TableName = "MOCX_AR_M2", Loots[0]=(Chance=50,MinCount=1,MaxCount=2,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
+LootTables = ( TableName = "MOCX_SMG_M2", Loots[0]=(Chance=50,MinCount=1,MaxCount=2,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
+LootTables = ( TableName = "MOCX_Cannon_M2", Loots[0]=(Chance=50,MinCount=1,MaxCount=2,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
+LootTables = ( TableName = "MOCX_Sniper_M2", Loots[0]=(Chance=50,MinCount=1,MaxCount=2,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
+LootTables = ( TableName = "MOCX_Shotgun_M2", Loots[0]=(Chance=50,MinCount=1,MaxCount=2,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
;PLASMA TIER
+LootTables = ( TableName = "MOCX_AR_M3", Loots[0]=(Chance=75,MinCount=1,MaxCount=4,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
+LootTables = ( TableName = "MOCX_SMG_M3", Loots[0]=(Chance=75,MinCount=1,MaxCount=4,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
+LootTables = ( TableName = "MOCX_Cannon_M3", Loots[0]=(Chance=75,MinCount=1,MaxCount=4,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
+LootTables = ( TableName = "MOCX_Sniper_M3", Loots[0]=(Chance=75,MinCount=1,MaxCount=4,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
+LootTables = ( TableName = "MOCX_Shotgun_M3", Loots[0]=(Chance=75,MinCount=1,MaxCount=4,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )
[MOCXEvac X2AbilityPointTemplate]
NumPointsAwarded=1
TacticalEvent=false
Chance=100
[MOCXKill X2AbilityPointTemplate]
NumPointsAwarded=2
TacticalEvent=false
Chance=100
[MOCXCapture X2AbilityPointTemplate]
NumPointsAwarded=3
TacticalEvent=false
Chance=100
This is an 4 year old thread, i can guarantee for nothing.