Yeah, I am perfectly fine with needing to do some minor repairs.
Pretty simple get in contact with the town, get our power back online, get the wounded taken care of, and see what we have to work/deal with in terms of the lab.
[X] Putting Out Fires
-[X] Restoration of POWER: While the fusion generators are online, our main source of power, the heart of the base, is offline. Let's change that! (70% chance, 1 turn, reactor is back online).
-[X] Home check: You've got a pretty good idea on what is happening at your base, but what about the town. Perhaps sending in some troops to check things out will work out (55% chance of success without communications with town, 85% chance with communications with town established, 1 turn, -5 penalty for chance success and ??? per turn of not being chosen, establishes contact with town if not already done, allows for travel between base and town to be restored).
--[X] Ranger battalion
--[X] Military Police battalion
-[X] High speed inte- err, I mean radio: In-base communications are operational, but we got no word from anywhere else. To get a stable connection with the region outside the base, we need to try and establish communications with both Hamilton town and the local nearby military posts (60% chance, 1 turn, communications with town and/or checkpoints restored).
-[X] Talk with the head egghead: The head researcher desperately wants to talk to you. Perhaps doing so now at the meeting would be best (1 turn, talk with head researcher, knowledge on ???).
-[X] I can see my house from here: The satellite as it is will provide a pretty basic view of the surrounding area. However with this, you can gain a more accurate read on the situation. Of course, nothing can beat boots on the ground, but this is the next best thing (70% chance of success, 1 turn, gain information on condition of town, Displaced Zone, and area outside of it).
-[X] Overflowing wounded: The base clinic is moments away from bursting. Setting up some tents and such outside for the remaining wounded to be held at seems to be the best solution (1 turn, cost: 5 materials, all wounded are being cared for, all lightly wounded are fully healed by turn 2, instead of turn 3 due to clinic capacity).
EDIT: Swapped R&D inventory for satellite imaging. I forgot that things are less volatile now so checking in with the lab is definitely below getting a look at the neighborhood. With ATC down that leaves the satellite.