Fallout Tactics: BoS → Jeffersons
Intelligence reports that super mutants are up to something big in the Jefferson area, as several power generators are feeding a single production facility, likely used for weapons manufacturing. Accordingly, your team will need to sabotage the facility and blow up the power generators (four in total) to find out what's going on there.
When you prepare for the expedition, bring a tool kit (or two). You'll be dropped off next to a small vehicle.
This means you have a fantastic chance to chase super mutants with maximum fun. The car seats two soldiers, has 150 HP, and is exceptionally maneuverable. With a good driver and a machine gunner in the car, you can drive your enemies to the brink of death.
The main thing is to not stop for too long, so the mutants don't get their bearings. And when your hitpoints approach the danger line (the minimum value for movement is 30), drive the car to a safe place and repair it (that's what you need the red crate for). Honestly, switch to realtime and don't deprive yourself of the fun. By the way, if you save the car until the end of the mission and leave the location with it, you'll be able to cruise around in both vehicles.
The order in which you clear the sector and blow up the generators is largely irrelevant. The mutants here are scattered throughout the map, waiting in ambush. As always, it's worth combing the entire sector, as you can find a lot of useful items. Of particular note are the sniper rifle and two sets of new armor, more reminiscent of space suits. The armor, of course, is not bad, but it has one drawback.
Which one? Put on a spacesuit and try to act like a ninja in it. I don't think it would work out very well. Just in case, I'll tell you where this armor is. The first set is in one of the lockers in the building to the southeast, and the second is in a refrigerator at the entrance to the industrial complex, between the third and fourth generators.
Now about some of the location's features and potential difficulties in this mission. The large house next to the drop point is full of booby traps. Between the first and second generators, to the right of the rusty train, is a minefield. The second generator, in addition to mutant guards, is guarded by two turrets. Each has over three hundred hitpoints. Use sniper rifles from a distance.
Behind the gate near the third generator stands the local mutant leader. After vaguely mentioning some threat from the west, she will rush at you with an electric cattle prod. A burst from the machine gun and you can move on. It turns out that the generators were not powering a weapons factory, but a scientific laboratory where research of a completely non-militaristic nature was being conducted.
The local researcher (a super mutant) will ask you not to destroy his equipment, and it's probably best to do so. But orders are orders, and the fourth generator, located on the second floor, will still have to be destroyed. After that, you can leave the location; fortunately, a green exit strip will be along the entire border of the map. Finish off the remaining mutants, loot, and head to base. It's best to use two vehicles. The next city is Kansas City.
Source: stopgame.ru
See also:
Fallout Tactics - Small Weapons: Pistols


