(I already asked that. The answer was I could probably move the two of them, but not the ship.)
((Maybe, once they have expended their possibilities and they're out of the ship, you try to give them an extra pull, and then I try to catch them? ))
"Steve, could you calculate a trajectory for me? be Warned though, they may end up a bit closer to us then they are now."
>I am sending the data to your suit now. It should be able to calculate the exact trajectories an give you a constantly updating feed of information.
Basically it can tell you when to burn, and if you're doing it in the right direction. But your time for this to work is running out, if you don't start moving in the few minutes (Read: Next turn), Your intercept course is going to be too low to be survivable. (aux for getting there, dex for grabbing, assuming they're even in a grab-able position.
Give Jack the second monorazor so that he can get us some gas tanks. If it is possible to do something like a maintenance unlock for the rocket pods through the ship's computer first tie them up with some wire, then eject them, then go outside and collect them. Else, go outside and start chiseling and monorazoring to get to them (remember to disconnect the electronics but leave them intact). Either way, use the wire to make a few loops to hold them together if I manage to get them all out. Contemplate if there is any way I can move the gravity manipulator to cause the gravity to affect the ship (for example moving it lower and making the bottom of the ship face away from the planet or turning it upside down, putting it higher and making the bottom of the ship face the planet). Continue working until we get at 7 minutes until apoapsis, when I will reexamine the situation. Accept help from any willing teammate (Steve can act as a relay if necessary).
Edit: If there is danger of drifting through space or not enough leverage tie myself onto the hull if this thing doesn't have magnetic boots or micrpthrusters or something.
"Jack, two things: First we need some kind of maneuvering thrusters to control the rocket I'm making. 2 would be fine but I'd prefer 4. Take either the fire extinguisher tanks or the oxygen tanks and see if their size is managable and if there is any way to open and close them electronically or even mechanically, so they can act as maneuvering thrusters. Take whichever would be best for maneuvering our makeshift rockets out of the walls and get ready to take it outside. Second, see if it is possible to vent the reactor material, fire extinguishers or the oxygen from the back of the ship so as to give us thrust, but don't do it yet. If you finish in time, come help me."
[Jack aux:6+1]
[Flint dex:4]
Jack stays inside and jettisons the maneuvering pods as flint crawls around on the outside of the ship and wrangles them together with lengths of thin metal cable. Jack ejects one too early and sends it spiraling off into the great beyond, but they manage to get three of the maneuvering rocket pods secured, complete with their built in fuel supplies. They get it done fast, 4 minutes in total.
As he brings the rocket pods back around to the air lock, Flint considers the possibility of using the manipulator on the ship to reverse gravity, to cause the ship to "fall" away from the planet. It's possible, but the manipulator is orientated in reference to the ship; they would need to get to it and flip it. Even then it might not have the strength to "lift" the ship. If they could separate it and just cling to it themselves it might work...but they would need to get it and it's power supply and control systems and god knows what else cut out of the ship and in perfect working order within the next...9 minutes? No, it wouldn't have to be at the height of the rise...but it couldn't be that long after.
What they wouldn't give for a hotdrop shuttle and it's gravity parachutes.
Apoapsis ETA: 9 minutes. Planetfall: 26 minutes till impact.