Below is a simple rule/tool to deal with jump shadows and travel times to jump point.
(see this thread for background) http://forum.mongoosepublishing.com/viewtopic.php?f=89&t=52602
Steps:
1)When PC's decide on their destination world, roll a D10. Rolling a 1 means that the world the PC's are leaving from is in its stars jump shadow relative to the destination world. (see diagram below, Earth being the world the PC's are on and Barnard's Star being the destination system.)

2) Roll D10 (same as step 1) to determine if the DESTINATION world is in jump shadow of its OWN star.
3) Roll 1D6 on the Shadow Travel time table to determine travel time (continuous accel/decel) to the Shadow jump point. Or, from the arrival point if the destination world is in shadow.

If you recall your Astrogation rolls, you will see that a jump may not be accurate. If that is the case when jumping TO a world that is in shadow (Barnard's Star system TO Earth as the above diagram shows) the inaccurate jump may cause the ship to be precipitated out of J-space on the opposite side of the Sun from Earth. That is about 340,000,000 km from Earth. (over a 4 day trip @ 1G)
Piracy: When PC's contract for freight, the company shipping the cargo gets it insured. The info includes all the relevant data about the Star ship that is hauling that cargo. ID, type, armament, departure time, etc. Pirates may have a source inside that Star port insurance office that will tip off the pirates about ships departing to a planet/system that will necessitate the long trip to a jump point clear of the star's jump shadow.
The other side of the coin: (See the 1st diagram above.) Pirates may hang out on the opposite side of Earth's orbit to pick off ships incoming from Barnard's Star system who inaccurately jump into the Sol system...
Have fun with your players...
(see this thread for background) http://forum.mongoosepublishing.com/viewtopic.php?f=89&t=52602
Steps:
1)When PC's decide on their destination world, roll a D10. Rolling a 1 means that the world the PC's are leaving from is in its stars jump shadow relative to the destination world. (see diagram below, Earth being the world the PC's are on and Barnard's Star being the destination system.)

2) Roll D10 (same as step 1) to determine if the DESTINATION world is in jump shadow of its OWN star.
3) Roll 1D6 on the Shadow Travel time table to determine travel time (continuous accel/decel) to the Shadow jump point. Or, from the arrival point if the destination world is in shadow.

If you recall your Astrogation rolls, you will see that a jump may not be accurate. If that is the case when jumping TO a world that is in shadow (Barnard's Star system TO Earth as the above diagram shows) the inaccurate jump may cause the ship to be precipitated out of J-space on the opposite side of the Sun from Earth. That is about 340,000,000 km from Earth. (over a 4 day trip @ 1G)
Piracy: When PC's contract for freight, the company shipping the cargo gets it insured. The info includes all the relevant data about the Star ship that is hauling that cargo. ID, type, armament, departure time, etc. Pirates may have a source inside that Star port insurance office that will tip off the pirates about ships departing to a planet/system that will necessitate the long trip to a jump point clear of the star's jump shadow.
The other side of the coin: (See the 1st diagram above.) Pirates may hang out on the opposite side of Earth's orbit to pick off ships incoming from Barnard's Star system who inaccurately jump into the Sol system...
Have fun with your players...