Interesting. Options are:
1) nothing, due to port-controlled safeties (technically not mentioned in canon, but a reasonable precaution.) In T5, nothing, but the drive takes damage in the attempt.
2) The jump capacitors let go, releasing - I'm not sure where that 10.8 terajoules comes from - 250 megawatts x 1 turn (20 minutes in High Guard) = 300 billion joules is one EP, if I understand it right, which is equivalent to 71.7 tons of TNT if you can get it to express itself as an explosion, and it takes two turns to charge up a capacitor for a jump, so it's 1 EP for two turns per 100 dTons times jump number. Jump-2 scout goes for 286.8 ton blast. :ssb: :toast:
And then of course there's the question of how much of that energy manages to exit a hull equivalent to over a foot of steel. My money says you get a massive blast out the airlock and viewports as the interior gets vaporized, maybe massive blast from seam edges as the hull gives along weak points, and you're left with an empty, distended hull glowing deep red and igniting fires in the near vicinity from the heat being given off by the hullmetal.
Or maybe an empty, distended half-a-hull as the upper half is launched upward by the blast.
Or maybe an empty, distended missile as the aft hull wall breaks free at the edges and is launched backward while the ship driven forward like a giant hypersonic bullet.
Or some combination thereof.
3) The ship jumps, maybe never to be seen again, or at least not as an intact ship. As described in
SOM, it emits a blue glow then appears to shrink rapidly - taking everything within a meter of the hull with it and possibly resulting in a thundrous crack as air rushes in to replace the departed volume. (However, Megatraveller, on which
SOM is based, tells us the odds of the ship being destroyed are absurdly low; see below.)
A CT scout gets a DM to its roll, so minimum possible roll is a 2 +15 for being inside 10 diameters -2 for being a scout = 15, a 1 in 36 chance of misjumping instead of being destroyed by event #2 or event #3 above.
An MT scout gets no bonuses, but it doesn't really need them. In MT, a jump within 10 diameters is a formidable hazardous task. Formidable means you need 15 on 2d6, impossible without some DMs in your favor. Exceptional failure occurs on 13 or less (before the DMs), and of course a natural 2 is a fumble. DMs for Engineering and high education (1/5 of the stat, round down; usually at least 1 point for the typical engineer). A skilled engineer (Engineer-3, +1 to 2 for education = +4 to +5) might actually pull it off, though it's a real long shot.
Failure presumably means nothing happens, you fail to jump with no other consequence; maybe you realize impending doom and slap the emergency shutdown. Presumably the fuel gets used, so you've got that problem to deal with.
Exceptional failure means another 2d6 roll: superficial mishap 14/36 times, minor mishap 20/36, major 1/36 (reroll 1/36).
Fumble (1/36 regardless of DMs) means a 3d6 roll: superficial mishap 20/216 times, minor mishap on 88/216, major on 88/216, destruction on 20/216.
Superficial = jump relativity error, ship arrives on target but takes 1d6+4 days to get there instead of the usual 6-8.
Minor = jump relativity error (1d6+4 days in jumpspace) plus arrives 1d6x8 hours farther away from the target.
Major = jump relativity error (1d6+4 days in jumpspace) plus misjump: the classic 1d6 6-sided dice to find parsecs travelled and 1d6 for random direction.
Destruction = "the ship is destroyed," which is presumably #2 or #3 above.
In other words, if you jump straight from the berth in MegaTraveller and suffer an exceptional failure or fumble, you'll still arrive at your desired system about 95.8% of the time, just a couple days off and a day or two out from it. Odds of a misjump are about 3.9%. Odds of destruction are 0.257% - about once in 400 attempts. Your worst fear, other than misjump, is actually that you suffer a simple failure and don't get anywhere: in a bizarre twist, your odds of getting there are actually better if you let the steward handle the jump, 'cause he has absolutely no chance of a regular failure, does no worse on the mishap table and has no more chance of a fumble than the engineer. Ooh, that's odd - I hadn't realized that.

o:
Just have a plan in place for a misjump, 'cause that can ultimately be as fatal as being inside an exploding ship - just slower.