Loot the place
This particular hall doesn't have anything very lootable other than those vehicles, and they are a little too large for you to pocket, but what's inside of them might be more portable. Maybe. You approach them and take a good look. Time hasn't been gentle. Rust has eaten holes into hull, tyres have fractured into pieces leaving pile or hard rubble and metal rims. You use some force to rip doors open and inspect its insides. Basically everything is correded beyond uselessness, but you do find single emergency kit that appears to mostly intact. Or at least its surface seems spotless. But considering it is few centuries old there's no telling if its contents are still in any helpfull state. Better ask medic.
Go scavenge the turrets then.
Those are fixed into ceiling. Let's see if you are a monkey enough to get there.
[Dex: 5] You eye the turret and the curving red hot wall for a moment, pick your angle and jump. Your feet sticks into almost soft wall, and using that as a spring board your second jump brings you into grabbing distance of the first turret. You grab hold the barrel and dangle upside down from it with all four limbs. Miraculously enough the turret holds your and your exoskeleton's weight without issue. Now, getting the turret off the ceiling...
[Handi: 1] Hmm, with your exoskeleton you should be able to just rip it off, right? You move your grip to near its central axle, plant your feets up into ceiling on its both sides and pull/push with all your might. Upside down. Something gives up, the turret moves a little and your hold slips. This means you basically jump down head first, powered by exoskeleton.
[End: 4] Could have been worse, honestly. One moment you are struggling with the turret and next you are laying flat on ground, your jaw and neck hurting, tasting blood in your mouth and thoroughly confused how you ended down here.
Onwards, into the breach! For booty and bosoms!
Loot anything of value.
You follow the young woman to the vehicles, and break into other following her example. All you find is proof of destructiveness power of time.
Grits will get out another one of his drones and scout the room ahead top to bottom. Also hover alongside the APC things to see what we're dealing with.
[Aux: 2] The darned thing must be bugged because you can't get it working. And others already ran in without accounting possibility of additional defense measures. Since they are alive you presume it's safe enough. Time to do analysis in the old fashioned way. Namely using your own legs and eyes.
It seems the hall is constructed using some variant of supercrete. Left wall has "L1" painted on it. The doors on back seem simple type, not particularly reinforced or anything beyond a lock. Time has done some damage to them, but significantly less than to the APCs. Doors on right wall are more stronger variant, or so your instinct tells you. The bigger one appears to be metal sliding door, rusted shut and was apparently controlled by a single call button. An elevator, probably. Some darker dots hidden around ceiling which you presume to be cameras. And that's all about the hall you can tell. No structural damage you can see.
The badly damaged vehicles seem to be normal armored personel carriers as far as you can tell. Not any of the standard models you recognize, but not so wildly different it would make you terribly interested about possible technical differences. They could probably carry ten man squad safely, plus driver and two co drivers.