Good rules for star ship combat?
I'm starting a 5e campaign that reskins everything to be space age tech. There is no "magic" - everything is explained by science (even if thinly veiled).
I'm not familiar with spelljammer rules, but the ships I have in mind are much more star wars/trek/mass effect-y, and not high fantasy in any way.
That makes an interesting challenge in ship-to-ship combat that feels satisfying to my players. I'd like them to be able to use their weapons and abilities or at least do something interesting during fights.
Anyone done something similar, or have ideas of where to look for inspo? Thanks in advance!