OK, after much online discussion and empirical testing it seems I may have a minority opinion on the use of DMs to determine death by Jumping too close to a world. It was suggested, by a previous player in this game, that the range DMs used with firearm shots are not cumulative so why should the DM for Jumping within 10 diameters of a world. (Not that it's likely to ever come up, right?). In other words the roll to not blow up when Jumping from close orbit is 2d6+10. A 16+ means TPK. Therefor it is possible, just not likely, that the ship and crew could survive the experience. Actually there is only a 1 in 6 chance of survival. And then there is the Mis-Jump. You would still need to roll snake-eyes to not Mis-Jump. Bottom line is just don't do it.