The behavior you're looking for is called "checkpointing", it's application specific, and not many 3rd-party applications or renderers support checkpointing. It's the same as a "save point" in a video game; if you're killed after the save point, you're taken back to the save point when you restart the game.
Checkpointing works the same way; if and when a process (be it a render, a distributed software build, whatever) is interrupted, AND it's been saving checkpoints along the way, it can optionally pick up again at the last saved checkpoint.
I believe the maxwell renderer supports checkpointing, and I've heard that renderMan supports it as well, but Qube doesn't implement checkpointing on a global scale.
Instead of blocking the job, you might want to mark the running job instances (the subjobs in older Qube terminology) as "complete" instead with the right-mouse-menu in the job instance tab (the one to the right of the Agenda/Frames tab).
This will allow the job instance to finish the frame it's currently working on, and when it contacts the supervisor for another frame, the supervisor will instead instruct it to surrender the worker back to the idle pool, and then the job instance will be marked as "complete". In order to revive it, you should retry the job instance (NOT the job of the frame), which will put it back into a "pending" state, waiting for dispatch.