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Hudson Refugee Camp

Description

Attribute Value
Mission Type Perimeter event
Zone
Relevant NPCs
Mission Level
Inside Dark Zone false
Has a Normal Mode true
Normal Mode Gear Score Requirement 0
Normal Mode Gear Score Recommendation 0
Has a Hard Mode true
Hard Mode Gear Score Requirement 0
Hard Mode Gear Score Recommendation 0
Has a Challenge Mode true
Challenge Mode Gear Score Requirement 0
Challenge Mode Gear Score Recommendation 180
Challenge Mode NPC Level 0
Has a Heroic Mode false
Has a Legendary Mode false
Morale Reward None
Completion Cooldown 0

Objectives

0 - (KillAll)

1 - (KillAll)

2 - (Reach)

3 - (Reach)

4 - (AreaSearch)

5 - (KillSpecific)

6 - (Reach)

7 - (Interact)

Rewards - Normal Difficulty

  • Reset Interval: None
Medical supplies 500
X p 0
Credit 10 * MissionLevel + 10 * MissionLevel ^ 2 + 50 2500

Loot Table

Loot tables in The Division are configuration files that determine the possible loot that can be received when completing missions / assignments, killing enemies, opening containers and vendor inventory (resets based on restock interval).

They are broken up into groups with each group having a chance (default is 100%) that an item will be rewarded within that group. Within groups can be sets of items with a Drop Weight, which is determines the likelihood that the item set will be selected as the reward for the group. To determine the actual drop percentage, you take the drop weight for an item set and divide it by the total drop weight for all item sets in the group.

Loot Table Name: loot_table_rewards_train_yard

Drop 1

  • Chance item drops from group: 100%
Item Type
Drop Weight
(Chance %)
Possible Drops
New LootItem (0)
100 (100%)

Rewards - Hard Difficulty

  • Reset Interval: None
X p 0
Credit 15 * MissionLevel + 15 * MissionLevel ^ 2 + 75 15 * PlayerLevel + 15 * PlayerLevel ^ 2 + 75

Loot Table

Loot tables in The Division are configuration files that determine the possible loot that can be received when completing missions / assignments, killing enemies, opening containers and vendor inventory (resets based on restock interval).

They are broken up into groups with each group having a chance (default is 100%) that an item will be rewarded within that group. Within groups can be sets of items with a Drop Weight, which is determines the likelihood that the item set will be selected as the reward for the group. To determine the actual drop percentage, you take the drop weight for an item set and divide it by the total drop weight for all item sets in the group.

Loot Table Name: loot_table_rewards_train_yard_hard

Drop 1

  • Chance item drops from group: 100%
  • 100% chance for item level 30 (Agent @ Level 30)
Item Type
Drop Weight
(Chance %)
Possible Drops
Pistol
90 (5%)
SMG
180 (11%)
Shotgun
180 (11%)
Marksman Rifle
180 (11%)
Assault Rifle
180 (11%)
LMG
180 (11%)
Back
100 (6%)
Generated Stamina Backpack
Generated Backpack
Generated Firearms Backpack
Generated Electronics Backpack
Chest
100 (6%)
Generated Stamina Vest
Generated Vest
Generated Firearms Vest
Generated Electronics Vest
Thighs
100 (6%)
Generated Stamina Holster
Generated Holster
Generated Firearms Holster
Generated Electronics Holster
Knees
100 (6%)
Generated Stamina Kneepads
Generated Kneepads
Generated Firearms Kneepads
Generated Electronics Kneepads
Hands
100 (6%)
Generated Stamina Gloves
Generated Gloves
Generated Gloves
Generated Gloves
Generated Firearms Gloves
Generated Electronics Gloves
Face
100 (6%)
Generated Stamina Mask
Generated Mask
Generated Firearms Mask
Generated Electronics Mask

Rewards - Challenge Difficulty

  • Reset Interval: None
Medical supplies 500
X p 0
Credit 17500 17500 31200 49900 20 * WorldLevel + 135 * WorldLevel ^ 2 + -81740

Loot Table

Loot tables in The Division are configuration files that determine the possible loot that can be received when completing missions / assignments, killing enemies, opening containers and vendor inventory (resets based on restock interval).

They are broken up into groups with each group having a chance (default is 100%) that an item will be rewarded within that group. Within groups can be sets of items with a Drop Weight, which is determines the likelihood that the item set will be selected as the reward for the group. To determine the actual drop percentage, you take the drop weight for an item set and divide it by the total drop weight for all item sets in the group.

Loot Table Name: loot_table_rewards_train_yard_challenge

Drop 1 common pool

  • Chance item drops from group: 100%
  • 100% chance for item level 34 (Agent @ Level 30)
Item Type
Drop Weight
(Chance %)
Possible Drops
SMG
95 (7%)
Shotgun
95 (7%)
Marksman Rifle
95 (7%)
Assault Rifle
95 (7%)
LMG
95 (7%)
Back
100 (7%)
Generated Stamina Backpack
Generated Backpack
Generated Firearms Backpack
Generated Electronics Backpack
Chest
100 (7%)
Generated Stamina Vest
Generated Vest
Generated Firearms Vest
Generated Electronics Vest
Thighs
100 (7%)
Generated Stamina Holster
Generated Holster
Generated Firearms Holster
Generated Electronics Holster
Knees
100 (7%)
Generated Stamina Kneepads
Generated Kneepads
Generated Firearms Kneepads
Generated Electronics Kneepads
Hands
100 (7%)
Generated Stamina Gloves
Generated Gloves
Generated Gloves
Generated Gloves
Generated Firearms Gloves
Generated Electronics Gloves
Face
100 (7%)
Generated Stamina Mask
Generated Mask
Generated Firearms Mask
Generated Electronics Mask
Gear Set
280 (20%)

Drop 2 weapon

  • Chance item drops from group: 100%
  • 100% chance for item level 34 (Agent @ Level 30)
Item Type
Drop Weight
(Chance %)
Possible Drops
Pistol
50 (9%)
SMG
100 (18%)
Shotgun
100 (18%)
Marksman Rifle
100 (18%)
Assault Rifle
100 (18%)
LMG
100 (18%)
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