I'm going to address the surrounding subjects before getting to the meat.
I didn't expect the refuge town idea to work out but completely forgot to comment on it. It's done with for the moment so I'll leave it at that.
We are going to get so much from Farpoint I can't even begin to talk about all that the Committee will give us additional funding for. Primarily because I should be unconscious now per the usual but oh well.
20 survivors will be interesting. And a happy coincidence that we have 20 quarantine slots for them until we figure out where to put them. Once we have them in storage, we'll probably find a priority in figuring out how to communicate with them.
Now for the meat.
They reported back. They took us seriously. Isn't that wonderful? /despair
Our best assumption right now is that this is an enemy ship and they mean to do us harm. Some optimistic part of me is purposing the possibility that this is an enemy of our enemy and they took notice of us and decided to investigate, but such luck is not with us. They are almost certainly well armed and in a positon to blow us off the face of this planet. The Gate is 3 miles away and the cave almost certainly won't stand up to continued barrage. We have four options. Run for the gate, stand where we are and fight, retreat into the cave, retreat into Farpoint.
If we run to the gate, we will substain significant casualties if not a Code Black.
If we stand and fight, as above.
If we stay in the cave I believe that it will crash down on us.
I believe our best chance of survival for our troops is to deploy them into Farpoint. As a military facility it may stand up to continued barrage. We can set up a kill box in the Central Room, delaying the effect of numbers, and send the civilians behind us into the sleeping quarters to stay out of the way of combat. Team 2 should provide the GLs, the RL, the FT, and the AMR with their ARs. In enclosed quarters explosives will have a significant chance to cause harm to our own people, and if they get too close, the AMR should have a closer ranged weapon. We'll have 15 ARs counting the specialists, a LMG, and an AMR with the option of an AR. The spread should be in something like a 5-7-5 formation set up towards the entrance with ARs spread evenly between the three and the other two spaced with the middle group. While running into Farpoint, whatever glow sticks remain should be activated and tossed as the team goes down the tunnel to the Central room. Any glow sticks still functioning in the central room should be tossed into the tunnel as deep as they can while the glow sticks in the other tunnels are to be brought to the sleeping quarters to provide the civilians with something to keep them comfort. If our soldiers die then there isn't anything preventing them from finding the civilians so trying to bait them into a different room is pointless. We'll have the RSU observe throughout to try to let Team 1 know how much time they have before the enemy arrives. The idea is that if they send ground troops, we'll be able to have visibility on them while they can't see us in the dark. If they end up collapsing the cave, Team 1's orders are to hold out until we are able to retrieve them. Consult what is left of R&D about what equipment they'd need to retrieve our people if the cave is collapsed and how much time they estimate it will take. Consult with the Committee about obtaining the equipment and obtaining something that might take out the ship we have now observed.
Screw it. Have Leaf, Lerth, Team 2, and whatever glowsticks are still in the Central room while Team 1 is setting up try to figure out any possible way of getting the missile silo operating. They have leave to sit in the chairs in the hopes of bio-interfaces or something. If ANYTHING starts up, make sure to send people over to the Missile Solo room to attempt to help things from that end.
Oh my god the locked room is an armory. Alternative plan instead of plan Screw it or if Screw it is seen to not produce results. Rush to the locked door and engineer/science a way in. Jury rigged breaching charges out of the available weaponry, unscrewing the basic latch to the adamentine door, asking pretty please, the works. Sit in chairs, try anything that looks like a palm lock, just try something.
I leave the above for others to vote on. I'm personally a fan of, everyone rush in, try the chairs, check the armory, do the armory, set up for the ambush, check the missile silo with chairs, hope that they allow us to execute the ambush and don't just bombard us to death, with the RSU observing and 5 ARs, the AMR, and the LMG set up to kill zone in the Central room while all of that is going on.
I'm going to sleep now.