Operation 'Pony Express' is a go; I repeat, it is a go.
Also take Bishop's suit with me, use half it's fuel for extra speed, but ONLY if he gives me explicit permission to do this.
"Get ready guys, we only have 1 shot at this.
Jim, if you can't pull them towards us, could you give me a good push? We need everything we can get. "
(For the love of Steve let this work. )
[jim exo:6+1+1]
Miyamoto decouples himself from the bottom of the ship and begins positioning himself toward the distant marker of the UWM ship. Before he can turn on the engines he's suddenly hurtling forward, spinning out of control.
[aux:4+1]
Miyamoto, spinning blind in zero g, concentrates on his monitors and the spinning marker. It takes a few disorienting seconds, but he manages to right himself and get himself pointed forwards, engines at full burn.
"I'm on my way," he says, eyes flicking between the screens and read outs, "I'm going to get to you after you've begun to fall back, uh" He checks again, "13 minutes from now. Twelve minutes, 30 seconds is the point of no return, after that any maneuver I do won't significantly change my trajectory. You guys need to be out of your ship and either holding still or at least moving at a stable speed by then. And it would be in your best effort to make a net or something; make yourselves a bigger, easier to catch target because I'm going entirely by the monitors here, way too fast to just wing it and try to catch you."
Do I need to rig the rocket's electronics for firing or do they have a neatly placed button labeled "fire"? If I the electronics need to be rigged for firing, have Jack take a turn to get a dynamic bonus in rigging them for firing. Else have him help me.
Examine the gas tanks for the air filtration system and the fire extinguishing system and see which would be the best one to use as a maneuvering thruster, something I could hold and activate to turn the rocket in case it isn't properly balanced or timed. Take the best one and examine it for activation method, after closing it to prevent leaks. If the gas tanks can't be used like that (or don't need to be used because they have some sort of turn system or are perfectly balanced and timed) go with the dynamic bonus for the rocket's electronics (tracing wires, figuring out what they do, that sort of thing). Ask Steve or anyone else for help.
"Okay guys, rocket is nearly ready, we'll be firing and hopefully stabilizing our orbit once we reach apoapsis. Any help would be appreciated. That includes you too Steve."
You leave Jack to deal with rigging the rockets up and dive into the innards of the ship, prying open the access panels and searching for the perfect tank. Air tanks are built in place, clearly not designed to be moved, and have no valve or system you could use for directed jets. The anti-fire foam tanks are another thing entirely; they're individual things, slotted into place in the system and designed to be changed or refilled. They even have a valve on top to control flow. You cut the metal bands holding two of them in place, close them off and carry them back to Jack and his rockets.
"These will work for maneuvering, how about those pods?"
"Working on it, I think I've figured out how they're wired up."
Time till Rendezvous: 11 minutes and counting.