A New Era for the Stars: Announcing Starfaring 2nd Edition
Hello everyone, and welcome to another edition of my web blog!
I am excited to announce that I am currently working on Starfaring 2nd Edition. This new edition will bring the classic sci-fi foundations we love into the modern era, fully integrating the 8956 Unification timeline and the high-stakes "Noir" reality of the Leo Galaxy.
By Captain Hedges
Get your lead-lined gear ready, Star Knights. Today we are looking at the pinnacle of Scientific Sorcery. While the 1976 transmissions of Starfaring spoke of government loans and metal hulls, the "Renaissance Noir" reality is far more legendary.
The Building of Zimrala One: A Masterclass in Friction
The Negotiation of Existence: Building Zimrala One
When me, Angela and the kids were sitting around the table rolling for the construction phase, we realized something: you don’t just "build" a space station in the Leo Galaxy. You negotiate it into existence.
Captain: "We need a bastion. Something the Ophidians can't just phase-shift through."
So we built an alliance and chose only the races out of the Monastery of Zimrala who might be advanced enough to pull this off if they all worked together. The list is as follows:
The Gristleheim Dwarves: "Fine, but if we’re building the hull, it’s going to be heavy-duty lead-lattice. We don't trust your 'Moon Elf' glass."
The Moon Elf Technomancers: "It’s not glass, it’s Changesite-Y crystalline resonance! If you use lead, you’ll dampen the Vishnu Shields."
It took four years of that kind of back-and-forth. The Egyptos Humans brought the ancient geometry to align the station with the Ley Lines of the Zosma System, while the Tygerians provided the security to keep the Slaanish Gremlins from sabotaging the Brahma Cores before they were even bolted down.
"The Four-Year Siege: Unifying the Zosma Bastion" The Timeline of the Alliance
Year One (The Foundation): The Ether Dragon Gatekeepers stabilized the portal. Without them, the station would have drifted into the Void before the first rivet was placed.
Year Two (The Core): The Curators delivered the ancient Vishnu Core. Installing it required the Technomancers to tune the resonance while the Gristleheim Dwarves literally forged the containment housing around the live energy.
Year Three (The Shell): The Tygerians and Egyptos Humans worked together to map the defense grids. This is where the Shiva-Focus arrays were mounted—the same tech we saw on the Shiva-Scales in Cambodia.
Year Four (The Unification): The final year was spent "Unifying" the systems. This is when Zimrala One officially went online, creating a 5-parsec "Safe Zone" that the Iron Legion simply cannot penetrate.
The Starfarer’s Choice: Tiers in Construction
To pull this off at your own table, the Ship Master should note the Mythic Grit required for such a feat. Each year represents a jump in the Starfaring 2.7 tiers:
Year 1: Stabilizing the Portal (Champion Level – SR 40): The Ether Dragon Gatekeepers had to hold the rift steady while the first anchors were set. A failure here meant the station drifted into the Void.
Year 2: Forging the Vishnu Housing (Epic Level – SR 60): The Gristleheim Dwarves and Technomancers had to work in sync to cage the live energy of the Vishnu Core.
Year 3: Mounting the Shiva-Focus Arrays (Epic Level – SR 75): The Tygerians and Egyptos Humans mapped the defense grids. This required precision mapping of the Zosma Ley Lines to ensure the station could bite back against the Iron Legion.
Year 4: Activating the Unification (Mythic Level – SR 100): The final year where all systems were merged. This is the moment Zimrala One officially went online, creating the 5-parsec "Safe Zone."
The Homebrew Core: M!M! 2.7 Meets Starfaring
That’s the "Noir" reality we’ve been playing at our table. It wasn't just a 4-year build; it was a 4-year war to even get the station finished. We’ve been using the Monsters! Monsters! 2.7 "Chaos Factor" to see if a construction shift would be interrupted by a Sumok infestation or a Red Cinder Goblin fire.
If the Wild Chaos Die rolled a 1, a Dwarven welder would accidentally spark a methane leak, and the whole alliance would almost fall apart. That’s why Zimrala One has so much character—it’s built on compromises, sweat, and a few close calls with the King of Cinders.
The Homebrew Core: The "Hedges" Rules of 8956
1. The Hedges Filter (Passive Racial Trait)
The Rule: All Starfarers of the 111 Species are inherently hardened against the toxic reaches of the Zosma System.
Effect: Characters are 100% Immune to Acid and Poison. No Saving Throw is required; the damage is always 0.
2. The Wild Chaos Die (The Construction & Combat Engine)
The Rule: Whenever a Starfarer performs a major task (like a construction shift or firing a Phase Cannon), a Wild D6 is rolled alongside the standard dice.
The "1" (Void Glitch/Noir Reality): A roll of 1 triggers a disaster. This is how methane leaks happen, or how the King of Cinders finds a way in. It represents the "compromise and sweat" of the build.
The "6" (Overload/Broadcast): A roll of 6 allows the gear to exceed its limits—stunning Gremlins or doubling the output of a Shiva-Array.
3. The Multiplier System (Attribute Simplicity)
The Rule: Keep it simple, just like Ken's games. We don't use modern modifiers; we use Attribute Multipliers for specialized Starfarer training.
Standard Training: Attribute $\times$ 2 (e.g., a Tygerian using SPD for a Phase-Pounce).
Expert/Bionic Training: Attribute $\times$ 3 (e.g., a Curator accessing Deep Archives).
4. The Starfarer Saving Throw (SR) Scale
The Rule: Difficulty is measured in clean 10s. You must roll 2D6 (Doubles Add and Roll Over) + your Attribute to meet or beat the target.
The Scale: 10, 20, 30, 40, 50, 60, 70, 80, 90, 100.
Mythic Threshold: Any SR of 76 to 100 is considered Mythic. These are the rolls that "explode or implode" the narrative.
5. The Four Tiers of Progression
Hero (SR 1–25): The start of the journey; surviving the Shreveport Cabin.
Champion (SR 26–50): The elite leaders of the Alliance.
Epic (SR 51–75): Legends who parley with Ether Dragons.
Mythic (SR 76–100): Beings who rewrite the laws of the Zosma System.
6. The Kyber Moon Crystal Resonance
The Rule: All advanced tech (Com Badges, Omni-Scanners, Phase Cannons) is powered by Kyber Moon Crystals.
Effect: Without a crystal, tech is dead weight. With one, a Starfarer can attempt Mythic Saves that would otherwise be impossible.
The "Negotiation" Mechanic (Social/Construction)
"You don’t just roll to build; you roll to survive the compromise."
The Rule: During "Construction Phases" or "Alliances," if players from different races (Dwarf vs. Elf) disagree on a build, they must make a CHA or INT Saving Throw.
The Consequence: A failed roll means the Wild Chaos Die is rolled with a penalty, representing the "back-and-forth" friction that gives Zimrala One its character.
The Torch is Passed: A Family Legacy
This project didn't start in a sterile office; it started at my kitchen table in Shreveport. For the past few years, me, Angela, and the kids have been deep in the trenches, running a homebrew campaign that mashes the classic 1976 Starfaring rules with the visceral "Chaos Factor" of Monsters! Monsters! 2.7. If you’ve been following my session reviews and my deep-dives into Ken’s work, you’ve seen the breadcrumbs of what we’ve been building. We weren't just playing a game; we were stress-testing a new reality.
I reached out to Ken St. Andre recently to ask the question every fan has been wondering: "Are we ever going to see an official 2nd Edition of Starfaring?"
Ken was honest with me. He said he didn’t feel he had much time left to tackle a project of that magnitude. That hit home. Starfaring is the foundation of sci-fi RPG history, and it deserves to live on. I realized right then that if we were ever going to get a 2nd Edition that stays true to the "Gonzo" spirit of the original while bringing it into the modern age, I was going to have to be the one to do it. This isn't just a rewrite; it's a promise kept to the Trollgod and the fans who still look to the stars.
The New Frontier: The Zosma Zimrala System
The 2nd Edition isn't just looking backward; it’s pushing into uncharted territory. Our current home campaign is firmly rooted in the Zosma Zimrala System, located deep within the Leo Galaxy.
I wanted to move the center of gravity away from the old, tired sectors and place it somewhere vibrant and dangerous. By sticking the setting here, it opens up a playground for a new generation of Starfarers to explore. You aren't just retracing old ship logs; you are Starfaring across the galaxy in a system where the laws of physics are frequently overruled by Scientific Sorcery.
Whether you're dodging an Ophidian methane-cloud or navigating the high-gravity wells of the Leo sectors, the Zosma Zimrala system offers the perfect "Gonzo" backdrop for the high-stakes exploration that Ken first imagined back in '76. This is the new front line of the Aether war, and the star-charts are still being written.
Stellar Cartography: The Birth of a System 2222 Earth / 8952 Zimrala
The visual soul of this project comes directly from the stellar cartography of Angela Head. To understand where we are going, you have to see where we started.
The first map we are featuring dates back to OG Earth 2202 march and Zimrala 8952. This was the era when we first kickstarted the Monsterary of Zimrala. It’s a historic piece of the mythos because it successfully combined all the tactical features of the Zosma System with the wild, unpredictable reaches of the Zimrala System.
By merging these two, we created our new Main Starting System. It’s the "Zero Point" for every new Starfarer. When you drop into the Leo Galaxy, this is the sector where you cut your teeth. It’s a region of space that honors the classic monsters we’ve built while providing the wide-open star-lanes needed for a true 2nd Edition Starfaring experience. It’s not just a map; it’s the blueprint for the entire Unification.
The Great Build: 2226 Earth / 8956 Zimrala
The next phase of our Stellar Cartography moves the timeline forward to a pivotal moment in galactic history. In the year 2226 (8956 on Zimrala), the dream of a unified defense finally became a reality. But it wasn't easy. It took five grueling years of diplomacy followed by four years of back-breaking construction to bring the Zimrala One Space Station online.
This wasn't a solo effort. It took a "Hexagonal Alliance" of six distinct powers, each bringing their own specialized tech to the table:
Gristleheim Engineering Dwarves: Provided the heavy lead-lattice and the impenetrable hull plating.
Ether Dragon Gatekeepers: Anchored the station to the portal veins to keep it from drifting into the Void.
Moon Elf Technomancers: Installed the Kyber-Crystal arrays that power the station's heartbeat.
The Curators: Provided the bionic "nervous system" that allows the station to think and react.
The Egyptos Humans: Used their ancient celestial geometry to align the station with the Zosma Ley Lines.
The Tygerians: Provided the elite security and tactical command needed to keep the build site safe from Ophidian saboteurs.
Today, Zimrala One stands as the ultimate shield, protecting the entire system from the encroaching shadows of the Leo Galaxy. It is the heart of the 2nd Edition—the home base for every Starfarer brave enough to walk its decks.As Zimrala One protects us form both the Slinesh and the Ophidian empires.
all of my Zimrala One Posts Can be found here at this link
if your looking for humans humans rules go here at this link
The Chariot of the Trollgod: Khenn Arrth Unleashed
Just when the Ophidian shadows think they’ve gained the upper hand, the Aether ripples with the arrival of the ultimate "Ship Master." I’ve just received the final visual confirmation from Angela Head, and it reveals the pinnacle of Scientific Sorcery: Khenn Arrth, the Cosmic Trollgod, in his true element.
Forget what you know about standard propulsion. Khenn Arrth doesn't just travel the stars; he rides them. He navigates the Leo Galaxy on a specialized star-sled, but the real power comes from what’s pulling it: a living power plant known as the Ether Kyber-Crystal Space Moon Dragon.
The Stats of a God: Khenn Arrth
In the 2nd Edition Starfaring engine, Khenn Arrth isn't just a character; he’s a force of nature.
Mentality (25): He holds the ancient blueprints of the UR Seeds in his mind.
Psi (22): He has a direct neural link to the Kyber-Lattice. He doesn't steer; he simply intends.
The Hammer of Creation: A high-tier Shiva-Focus. One swing ripples the Aether and can stabilize a collapsing portal or shatter a Slaanish warship.
The Living Vessel: The Ether Kyber-Crystal Space Moon Dragon
This isn't a beast of burden—it’s a sentient, biological Starship that produces its own Trinity Crystals.
Brahma (Power): Infinite biological fuel pulled directly from cosmic radiation.
Shiva (Weapons): The "Moon-Light" breath, a beam of concentrated starlight that vaporizes Void-Sin on contact.
Vishnu (Shields): Changesite-Y crystalline scales that create a natural resonance field, making the dragon nearly invulnerable to conventional attacks.
This is the power that watches over Zimrala One.
As we move deeper into the 2nd Edition, you'll see how the Trollgod’s presence influences every sector we explore. He is the guardian of the Unification, ensuring the "Space Gods" and the Starfarers always have a fighting chance.
The 1974 Connection: The Shiva-Scale
Back in Cambodia, Agent Cornwall found a single, glowing fragment in the ruins of an Ophidian temple. It wasn't metal, and it wasn't stone. It was a Shiva-Scale shed from one of these Moon Dragons. That single fragment was enough to vaporize an Ophidian Priest from fifty yards. It was the first proof that the "Space Gods" were riding living stars.
The Noir Reality
To ride a Kyber-Dragon, you need more than just guts—you need Temperance. Only someone with the Hedges Filter (the virtue of Purity) can handle the psychic feedback of a beast this powerful.
The war for Zimrala One just got a lot brighter, but remember: where there is great light, the shadows of the Void grow even longer.
Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala, the Ether Kyber-Crystal Space Moon Dragons, the Tiger Force Shadow Saga, and the character "Khenn Arrth". Starfaring and Monsters! Monsters! are trademarks of Ken St. Andre and are used with permission. Artistry by Angela Head. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.