As someone who has to write RPG settings and scenarios, if I can't be consistent with the tech or magic, then I think of what would be the easiest way to do something.
In this case? If I had to do this and didn't want to throw in crazy tech? Easiest way to stop the Heroes? The Villains bribe/blackmail someone to interrupt the jump, or they've planted a device to sabotage the engines at a certain time. They're waiting at that point.
Nothing like a good ambush AND some intrigue ("how did they do that?")
My players hate when I interrupt their journey. We're on month 3 of adventures due to an interrupted journey... and now they trust NOBODY!
For players that want crunch: AD&D 1e (if they can't get the books, then OSRIC is the AD&D retroclone).
For when I want to make a setting and need D&D rules: OD&D - the original 3 books. I need little else. If folks need a PDF, the Swords & Wizardry White Box 3rd printing is free and handy.
For when I want to make a setting and need sci-fi rules: Classic Traveller - I'd use the original 3 little black books from 1977, but anything from the classic era (1977-1985, pre Mongoose) works. If folks need a PDF, the CT "facsimile" is the 1981 version with errata applied.