Dungeons & Dragons doesn't benefit from adding a new system for everything. In fact, the lighter its rules are the better.
"Dungeons & Dragons in space" is a weird idea, and there's no way to approach it without embracing that weirdness. When the Spelljammer setting was originally written in the late 1980s, it threw together gun-loving hippo people, space hamsters, and a set of interplanetary physics based on 18th century pseudoscience.
Then there's the rulebook. The Astral Adventurer's Guide gets off to a strong start with player-character options like mechanical autognomes, the aforementioned thri-kreen, and stretchy ooze people called plasmoids. It sums up the differences between Wildspace and the Astral Sea , and then deals with ship-to-ship combat in about half a page.
Though there are rules for what happens when ships crash, as well as advice on starting distance and initiative, the intent is that you only have time to get off a shot with the ballista or mangonel to soften up your opponent, and then you close—either swinging across on ropes or preparing to repel boarders.
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