The KAG Handbook
The KAG Handbook contains all the information a new member of KAG needs to get started. It has information on the structure of KAG, the ranks and positions currently in use by KAG, as well as information on how to start a new ship (chapter), recruit new members and build your first uniforms (costumes).
This handbook is dedicated to all the members of the
KLINGON ASSAULT GROUP
who have started a ship and commanded it, bringing glory on themselves, their ship, and the fleets of KAG!
KAG has flourished for over three decades. Its success is largely due to the simplicity of its rules and how they universally apply to all members. There is a good reason for each rule.
The Rules of KAG are:
- Have Fun!
- No Live Steel.
- Do Not Embarrass KAG.
- Make no Treaties or Alliances.
- The Supreme Commander Makes the Rules.
The purpose of KAG is fun. We are not a paramilitary organization, but a club for the mutual enjoyment of the things our members have in common – an enthusiasm and appreciation for Klingons and Star Trek in general.
The interest of Star Trek fans is varied and diverse; costuming, language, music, weapons, charities, craft-making, role-playing, cuisine, and simple camaraderie are some of the many areas of interest that members may share. There is no right way to fun in KAG. While a lot of hard work sometimes goes into the production of the spectacular showmanship KAG is known for, the overall purpose of the club is fun. Simply stated, if you’re not having a good time, you’re not doing it right. KAG is primarily a social group.
No Live Steel
Blade or firearm, real or replica, sharp or blunt, made of steel, aluminum, plastic, wood, resin or any other material… obey the laws of the land and the rules of the convention or other event with regard to your weapons.
Unsafe or irresponsible behavior with weapons is a violation of KAG rules.
- Do not point a weapon of any kind at someone without their permission. An unsharpened blade pointed at a mundane can appear just as much a threat as a sharp one, and a real-looking prop gun (no matter how it is handled) will appear as more of a threat than a toy ray gun.
- Do not unsheathe or wield a real weapon in public. Exception is made for displays and demonstrations sanctioned by the event and within the law.
Live Steel refers to any unsheathed metal or edged weapon. A blade can be prevented from being ‘live’ if it’s ‘peace bonded’, ie: tied into its protective sheath in a way that prevents it from being easily drawn.
The law and convention policy override all other considerations. If convention security wants you to peace-bond, or leave behind, even a plastic knife or gun, do as they require without argument.
If you are breaking the law of the land or convention policy, or handling your weapons in an irresponsible or unsafe way, then you are breaking KAG’s rules and could lead to your dismissal from the club.
Do Not Embarrass KAG
Members should not behave in a manner that dishonors or misrepresents our club, both online and in real life. Don’t speak on behalf of (or misrepresent) more than your authority. Don’t commit crimes while in uniform. (Hey! Just don’t commit crimes, period.) Violating the law in the name of, or under color of, KAG is an embarrassment to KAG and will result in your membership being terminated.
Perhaps the most important aspect of the KAG rule, “Do not Embarrass KAG” is how we interact with other people. Either individually or as a group, either in KAG or out, bigotry is unacceptable. We are, of course, fallible and capable of mistakes of judgment. But a unapologetic pattern of Racism, Sexism, or Bigotry of any kind by a member, either online or in real life, is Embarrassing to KAG, at the least, and may be grounds for expulsion. While people are free to believe what they wish, members should always treat other members as equals and should not allow personal prejudices to influence their attitudes towards others (in the club or non-members). KAG’s Code of Conduct has more details on expected conduct within the club.
Make no Treaties or Alliances
No member of KAG is empowered to sign or verbally commit to any treaty, alliance, or contract that could be taken as binding, legal or otherwise, on the whole club. Signing one’s ship up to participate or assist at an event, for example, is not prohibited by this rule.
The Supreme Commander Makes the Rules
The Supreme Commander is whoever is the current leader of the Klingon Assault Group. There can only ever be one Supreme Commander in KAG at any one time, and only they can make new rules. This is not a club for rule makers and bureaucratic architects. This rule protects the club from unnecessary bureaucracy and keeps the premise of membership very simple.
The Klingon Assault Group is a large and diverse club. The various Fleets and Divisions have some differences in the way they operate according to what works best for them. The rules of KAG serve to bind the club together as a whole. For this reason, they are few and simple, and not to be added to lightly.
Besides KAG’s 5 rules, the club has a number of standards that describe how members should act towards each other and the public, how certain activities take place, and what structures are used within the club.
Code Of Conduct
KAG’s Code of Conduct describes how members should act toward each other, and the public, while performing their duties or acting as a representative of the club. Breaches of this code will lead to a member being warned, with the possibility of expulsion from the group if the behavior continues or worsens. Upholding this code should be considered a priority for all members, but is especially true for senior and commanding officers.
Communicate – Talk or write to your fellow members. Guide new members along as you once may have been guided yourself by others in the club. The glory of activities takes on new life when recounted to others.
Participate – You are encouraged to take an active role in club activities whenever possible. Conventions, charity events, parties, etc. are all great ways to have fun and gain recognition within KAG.
Use Common Sense – People who are not in fandom often don’t understand the ways in which we carry on in our pursuit of fun. Don’t assault, insult, or point weapons (even toy ones) at them. Don’t expect them to be knowledgeable participants in the game.
Practice Tolerance – In fandom you will meet a great variety of personality types. Try to extend the tolerance you would wish extended to yourself. It’s not expected that you will get along perfectly with every person you meet, but civility should be extended to all.
Live Honorably – The dictionary defines honor as “honesty, fairness, or integrity in one’s beliefs and actions”. Accept personal responsibility for your actions. Be bound by your word.
Embrace Duty – The glory of KAG is members working together towards common goals and sharing the tasks necessary to achieve them. When you accept a task, see it through. If you can’t for any reason, let the appropriate people know in plenty of time so that arrangements can be made for someone else to complete it. Be someone your crew-mates can depend on.
Seek Glory – The dictionary defines glory as “high public esteem”. Honor, service and communication are the best keys to achieving the greatest glory in KAG.
The Structure of KAG
KAG is made up of a number of Military Units, Fleets, Combat, and Support Divisions.
The Fleets are the main body of KAG and are defined by geographic boundaries. The Supreme Commander is the leader of the Imperial Fleets, and each fleet has it’s own leader and chain of command. They are:
- Northern Storm Fleet – Western Canada (Manitoba, Saskatchewan, Alberta, British Columbia, Northwest Territories, Yukon, Nunavut)
- Crimson Knight Fleet – Central Canada (Ontario)
- Rising Sun Fleet – Eastern Canada (Quebec, New Brunswick, Nova Scotia, Prince Edward Island, Newfoundland and Labrador)
- Klin-Fire Fleet – Western United States (Alaska, Arizona, California, Colorado, Hawaii, Idaho, Montana, New Mexico, Nevada, Oregon, Utah, Washington, and Wyoming)
- Cold Terror Fleet – Central United States
- Cold Steel Quadrant – Indiana, Kentucky, Michigan, Ohio
- Cold Death Quadrant – Minnesota, Wisconsin, North Dakota, South Dakota, Iowa
- Cold Revenge Quadrant – Louisiana, Arkansas, Texas, Oklahoma
- Cold Blood Quadrant – Illinois, Missouri, Kansas, Nebraska
- Wild Frontier Quadrant – Maine, Vermont, Connecticut, New Hampshire, Rhode Island, Massachusetts
- Dark Vengeance Quadrant – New York, New Jersey, Pennsylvania, Delaware, West Virginia
- Dark Star Quadrant – Maryland, Washington DC, Virginia, North Carolina, South Carolina
- Phoenix Rising Quadrant – Tennessee, Georgia, Mississippi, Alabama, Florida
- Stealth Attack Squadron – Scotland
Members can belong to one or more specialized Combat Divisions, if desired, that bring together members with similar interests. These divisions have a leader, like fleets, but primarily use the Fleet chain of command. Some members serve on specialized ships, while the majority operate on Fleet Vessels . They are:
KAG has several Support Divisions that offer resources in various areas of interest. KAG members with applicable skills are free to offer their services in any of these areas, and likewise may draw as needed on the available resources of the Support Divisions. They are:
- Culture – Klingon customs, language, beliefs, etc.
- Logistics – Information, communication, and member services
- Quartermasters – Crafting of uniforms, props, etc.
Within the Support Divisions there are a number of sub-Divisions that cover many different aspects of Klingon fandom from online gaming to Klingon medicine. These groups are created and run much like ships, but are not limited to a specific geographical region.
Wolf-packs, Task Forces, Squadrons, Attack Groups are just a few of the names for alternative groupings, things outside the familiar, ‘official’ structure of the Fleets and Divisions of KAG. They spring up for different reasons; a specific task, a common interest, creative style.
Some eventually become incorporated into the official structure, others remain informal. This innovation is a function of KAG’s social and creative side rather than its military structure.
KAG grew from an informal collection of fans banding together to share a common interest, into the international club it is today. It is the camaraderie of a group of friends that spawns the morale that turns a conversation pit into a crew. These informal structures are a vital part of KAG’s tradition, avenues of fun and creativity.
A member’s first major rank increase traditionally comes at the time of completion of his first uniform. Subsequent rank increases are given as recognition of the member’s activity level and scope of service to the club. KAG awards promotions for continued active participation and achievement, never solely for length of membership. Promotion to rank is used in KAG as a symbol of recognition for activity, responsibility, and scope of service. It is not a license to issue orders.
A member can choose to use any rank they have earned, so Krenn HoD can continue to call himself Krenn la’ if it better suits his persona. A member cannot use a rank they have not been awarded when communicating with other KAG members, or when discussing KAG with the public. This restriction can be ignored while a member is portraying a canon character from the shows. This let’s Krenn say, “I am Chanceller Gowron, portrayed by Krenn la’ of the Klingon Assault Group”.
The ranks below are for KAG’s non-commissioned officers, those members who do not have a uniform. They proceed from Lance-Corporal through Sergeant-Major. These ranks may be granted by a Ship’s Commanding Officer, or, in the absence of one, may be granted by the Quadrant or Fleet Commander.
The ranks below are for KAG’s commissioned officers, those members who have created a uniform, or other appropriate outfit. Further ranks are gained by doing work for KAG. Contact your commanding officer to see what is available.
SoghHom (2nd Lieutenant/Lieutenant Junior Grade or IXL/Marine Lieutenant) – This rank is awarded when a member completes they uniform, or other outfit appropriate to their character. It is a Ship Commander’s prerogative to pass approval on the acceptability of a Warrior’s uniform. The rank of SoghHom is usually granted by the Ship’s Commanding Officer, but in the absence of one it may be granted by the Quadrant or Fleet Commander.
The ranks below are for members who play a role in the operation of KAG above the level of a ship. They often lead Quadrants, Fleets, Divisions, or assist those that do.
‘aj (Admiral) or Sa’ (General) – This rank is awarded to seasoned leaders within the club. They are warriors who have commanded Fleet and/or Divisions, and whose activities are consistently at the fleet and club-wide levels. The ranks of ‘aj and Sa’ are granted by the Leader of KAG with the consensual agreement of the Admiralty. Active members who hold the ranks of ‘aj and Sa’ serve on KAG’s Command Council whether or not they hold any command position.
Cadets in KAG are members that are under the age of eighteen. In many cases, these members act as auxiliaries on KAG vessels. Occasionally there is enough of a grouping of cadets that they are organized into a unit or ‘gunboat’.
Like all members, cadets in KAG are rewarded in various ways, the most common being rank. Cadet rankings mirror the rank system of their adult counterparts up to the rank of la’, save that cadet rank is always prefaced with the word mangHom (cadet).
The ranks below are for KAG’s cadets. These ranks may be granted by a Ship’s Commanding Officer, or, in the absence of one, may be granted by the Quadrant or Fleet Commander.
If a cadet leads a force of cadets, on a gunboat or attached to a Fleet ship, that cadet is given the title of “Captain of Cadets“. This is not a rank, nor does it give that cadet authority to issue orders to other cadets.
Among cadets, uniforms are not required to advance in cadet ranking,, although work and dedication to KAG will be required. A cadet who reaches the age of 18 and ‘graduates’ from the Cadet Corps at or above the ranking of mangHom la’Hom is awarded the honorific of veStay for successful completion of the Cadet Corps and for their work on behalf of KAG. If they have a uniform, they are also awarded the rank of SoghHom.
In addition to ranks, officers are distinguished by Honorifics. These are titles awarded much as ranks are.
Click on the symbol to download CAD, STL, and STP files of it for 3D printing. Created by Grund of the IKV Crimson Talon. The original shown in TNG is approximately 6 inches long when mounted on a baldric. Can be printed at smaller sizes as well.
Most names are allowed, with the only restrictions being names deemed obscene or offensive, and the names of characters from the shows and movies (Gowron, Martok, Lursa, Betor, Grilka, Kahless, etc). If a name is deemed inappropriate the member will be asked for a replacement. If a name is offensive, it may be temporarily changed by a Logistics officer.
The customary method of address in English is to put the rank first, followed by the individual’s name, then the honorific followed by a dash and then the person’s House or Line name. Example: Lt. Cmdr. K’Rak vestai-Moghri
If you prefer to use the Klingon language, the most common method is to put the individual’s name first, followed by the rank, then a comma followed by the person’s House or Line name and then the word tuq meaning house, tribe, clan or ancestral unit. The honorific is optional in this method, but can be included before the house name. Examples: qraq la’Hom, moghrI’ tuq or qraq la’Hom, veStay, moghrI’ tuq.
(Note: The term ‘epetai’, while it is the honorific of a Thought Admiral, has also been used as a formal title for the Leader of a Family Line. It can be used in addressing or referring to a line leader, as in “K’ruel, Epetai of the House Kraghor”. When used in these situations, Epetai is always capitalized as it is a title, not an honorific and should not be used in the honorific spot of warrior’s full name in offical KAG documents. In tlhIngan Hol names, the title of joH lord, lady is added after the house name. To combine the both an honorific and Line leadership, we suggest writing names like this: Lt. Cmdr. K’Rak vestai Epetai of House Moghri, or qraq la’Hom, moghrI’ tuq juH.)
Members traditionally wear a icon on their necks, shirts, or sashes that show which part of the Klingon Assault Group that warrior serves in. These different branches have their own unique symbols and colors that represent them. The branch color is shown behind both the branch symbol and the warriors rank symbol. Cadet members always serve in the Imperial Fleets. Once they graduate they are free to join other branches.
Positions in KAG are offices of responsibility… primarily the responsibility to communicate in a timely and regular way with the members beneath them in the Chain of Command. They involve real work and can be time consuming at higher levels.
Command position in KAG is not the same thing as rank, and it is not directly tied to rank. Although command positions are often filled by higher-ranking members, this is not always the case. There have been instances of someone with the rank of Sogh being assigned to the position of Quadrant Commanding Officer, and someone with the rank of la’ being assigned the position of Fleet Commanding Officer.
Positions in KAG have traditionally been filled by the out-going officeholder choosing a successor, usually after consulting with those above him in the Chain of Command, although there are occasional regional variations on this method throughout the club. However, failing to fulfill the responsibility of a position can lead to a replacement being assigned by a direct superior. KAG cannot grow when communication fails.
As with rank, these positions are not license to issue orders, they are offices of responsibility for the coordination of communications and activities throughout different levels of the club. Fulfilling the duties of these offices is a challenging endeavor. It can be time consuming and a lot of work.
Ship’s Commanding Officer (CO, also sometimes called ‘ship’s captain’) –
- Is responsive to the needs and desires of their crew, communicates with them, and gives direction and inspiration to the ship as a whole.
- Helps new ship members find information.
- Makes sure members of their ship know and understand the five rules of KAG.
- Promotes deserving members of their ship when they are of sufficient rank to do so, and makes recommendations for promotions beyond their own level of authority.
- Mediates any club-related disputes that may arise between members of their ship.
- May appoint a deputy, known as the Ship’s Executive Officer (XO), to assist them.
Quadrant Commander (QC) –
- Connects new members with local ships and maintains communication with members without ships.
- Facilitates and encourages the creation of new ships.
- Communicates with the ships in their quadrant on a regular and consistent basis.
- Fosters communication and coordination of common activities between the ships in their quadrant, and mediates any disputes that may arise between them.
- Keeps their Fleet CO informed of matters in his quadrant and makes recommendations for any promotions that are beyond his level of authority.
- May appoint a Deputy Quadrant Commander (DQC) to assist them.
Fleet Commander (FC) –
- Gives direction to the Fleet overall.
- Communicates with the Fleet’s QCs on a regular and consistent basis.
- Facilitates communication between Quadrants.
- Approves promotions within the fleet, and makes recommendations for promotions that are beyond their level of authority.
- Maintains communications with the CO’s of KAG’s other Fleet and Divisional Leaders on matters of club-wide importance.
- May appoint a Deputy Fleet Commander (DFC) to assist them.
Division Commander (DC) –
- Directs national/international operation in one of KAG’s Combat or Support Divisions
- Communicates on a regular and consistent basis with TA and FCs to facilitate the mission of the Division
- Makes recommendations for promotions which are beyond their level of authority.
- Maintains Divisional information sources and divisional resource
- May appoint a Deputy Division Commander (DDC) to assist them.
Supreme Commander (SC) –
- Gives direction to the club overall
- Communicates with all levels of the club
- Facilitates communication and forges consensus from the diverse opinions of KAG’s Council
- Upholds the traditions of KAG
In cases where a Fleet or Division is not divided into Quadrants, the Fleet Commander or Division Commander performs the duties of both a Quad Commander and a Fleet Commander.
Chain of Command
A Chain of Command (CoC) is a structured order of individuals who oversee different levels of responsibility. With each stage of the CoC comes a level of accountability. Information flowing up and down the chain of command insures that everyone in the club is informed of what’s happening.
In cases where you need information, or have information, the place to start is at the level of the CoC directly above or below you. Courtesy-copying others further away from you in the CoC is also acceptable, but the CoC is not being effectively used if someone in it is bypassed.
The positions listed above are used to build the different levels of the CoC.
A member of KAG who is not yet affiliated with a ship. They are accountable to their Quadrant, Fleet, and Division CO.
A member affiliated with a ship. They are accountable to their ship’s commanding officer (CO).
Ship Commander (CO)
The officer in charge of ship command. Ship commanders are accountable to the Quadrant Commander of the quadrant in which they are located, or Fleet Commander if their Fleet does not contain Quadrants. Ship Commanders are responsible to maintain communication with the members of their ship.
Quadrant Commander (QC)
Quadrant Commanders are in charge of a specified area of a fleet. They are accountable to the Fleet Commander. The QC is responsible to maintain communication with the ship CO’s, and individual members not on ships, in their Quadrant.
Fleet Commander (FC)
Fleet Commanders are in are of an entire Fleet. They are accountable to the Thought-Admiral. They are responsible for maintaining communications with the Quadrant Commanders for their Fleet. In the case of Fleets that aren’t divided into quadrants, the Fleet Commander assumes all the responsibilities of the Quadrant Commanders.
Division Commander (DC)
Responsible for maintaining communications with members working within the Divisions. They are accountable to the Thought-Admiral. Division Commanders are also responsible for ensuring their Divisions are functioning correctly and fulfilling their duties.
Supreme Commander (SC)
Highest ranking officer of KAG and current leader of KAG. Gives direction to the club overall, and address questions and concerns received through all chains of command. Accountable to the membership of KAG.
Support Divisions CoC
KAG’s Support Divisions also have sub-groups that may have their own Commanding Officers. These Officers report their Divisional activities to their Division Commander and their Fleet actives to their Fleet Commander.
An individual may consider taking on more than one command position. Although this is not prohibited, it must be pointed out that command positions are a responsibility. Trying to do justice to more than one can lead to serious overwork, and sometimes conflict-of-interest situations. So be careful that you don’t take on more than you can comfortably handle. If you find yourself in a conflict-of-interest situation, the honorable thing to do is to defer the duty in question to another officer.
The High Council
This is perhaps the most important of all of KAG’s ‘informal structures’. While not itself part of any Chain of Command, the Council consists of all of KAG’s Command Officers, from Quadrant Commanders to the Supreme Commander, as well as any retired Supreme Commanders who are still active. The Council operates through the positions of its members, using debate, adaptability, and consensus to guide the club. The Council makes sure that when decisions are made that affect the club, they are informed decisions, made with the input of KAG’s members. Through its representatives, each member of KAG has access to all levels of KAG’s Command. Through its work, each member can see that they can have an influence on the future of their club.
KAG has a number of standard awards that members can earn from specific kinds of activities. Currenly there are three kind:
- Battles Notches – Awarded to members participating in activities
- Kill Stripes – Awarded to members for completing formal challenges
- Strategy Marks – Awarded to members who are the lead organizer of an event
Each Fleet, Quadrant, and Division may create and implement their own awards that vary across the club. The Supreme Commander of KAG may also create their own awards that may, or may not, be used by other Supreme Commanders.
Battle Notches are small colored awards (shape and material varies from Fleet to Fleet) worn either on a member’s uniform, or attached to their Banner. This award program is optional, and provides a member a way to boast of their victories.
Types of Activities
- Community Events: Activities which benefit the community, such as food drives, charity fund raisers, public clean-ups, telethons, etc. To be eligible, the member must be recognizable as a member of KAG. Wearing a Klingon uniform, a ship’s T-shirt or patch, or carrying a KAG banner are ways to be recognizable. The member must be present at the event to be eligible for a Notch. Donating goods or money, or planning the event without attending it, is not sufficient qualification for a Battle Notch
- Educational Events: Activities which educate or make the public aware of Klingons or KAG, such as parades, ship fund-raisers and recruiting drives, convention panels, an appearance at a theatre or library, serving as Honor Guard or security at a convention, science fair support, etc.
- Media Event: having Klingon/KAG-related articles published in non-KAG publications, participating in a radio or television interview; or a showing of Klingon art or culture. The article or media mention must be more than a single phrase or the mere mention of “a Klingon” or the ship’s name. What’s expected is a multi-paragraph or full-page article, or a highlight on the evening news.
To satisfy the requirement for a Battle Notch, a member must participate at the event.
Once the battle is won and you have all the information then it’s time to complete the request for decoration.
- The request is sent up the chain of command to the Quadrant or Fleet Commander, or the person(s) they designates.
- Battle Notch requests can only be sent by the Ship’s Commanding Officer or Executive Officer.
- If more than one ship was involved in an activity, it is the responsibility of each ship to send in their own requests.
- Battle Notches can be tracked on the KAG website or by a ship
- Only one Battle Notch shall be awarded per activity/event. Whether an event occurs over a single or multiple days, it is still only considered one event. This also includes events within events. A member does not get an extra Battle Notch for running a panel at a convention they are already attending.
Once a Battle Notch request is approved, it will either be added to the members online profile or recorded by the Ship CO.
When submitting applications for Battle Notches, it is best to do it immediately after an event has been completed rather than waiting and submitting them in bulk once or twice a year. This helps spread out the workload over a greater period of time.
The display system for Battle Notches is based upon a collective series of awards. There are four Notches per title/level. As a Warrior progresses to the next level they replace their old Notches with new ones. Once a Warrior reaches the Master level they advance at a slower rate.
one of each
Black Diamond in Silver
Master, 3rd Level
Black Diamond in Blue
Master, 4th Level
Black Diamond in Green
Master, 5th Level
Black Diamond in Red
Master, 6th Level
Black Diamond in Gold
Master, 7th Level
Black Bar in Silver
Master, 8th Level
Black Bar in Gold
Master, 9th Level
Star on Silver
Hov ghop HubwI’
Stellar Hand Defender
Star on Blue
Hov ghop SuvwI’
Stellar Hand Warrior
Star on Green
Hov ghop ra’wI’
Stellar Hand Commander
Star on Red
Hov ghop DevwI’
Stellar Hand Leader
Star on Gold
Hov ghop pIn’a’
Stellar Hand Master
The Kill Stripe is one of three KAG-wide awards programs. A Kill Stripe is won by the Warrior when they have defeated an enemy in a formal challenge. The actual form of the award is unique to each victory, and is designed and made by the ship whose members will wear it. Approval of
a win is granted by the Fleet Commander or his designee. This award program is optional, and provides members a way to boast of their ship’s victories by wearing the Kill Stripes on their uniform.
Types of Activities
- Formal Challenge: Any activity which can be organized as a challenge and where a winner can be clearly determined. The activity can be serious or it can be fun. Some examples: a volleyball or paint ball tournament, special Olympics, putt-putt golf or bowling tournament, costume contest, or a cooking contest. The member must participate in the event to be eligible to wear the Kill Stripe.
- Blood Feuds: This special community event is a trademark of KAG. Blood Feuds are challenges between KAG and other clubs to see which side can generate more blood donations in a specific period of time. All members participating in a Blood Feud may receive a Battle Notch, regardless of the outcome of the feud. However, if your side wins, the individual members who spilled their blood are entitled to the more glorious Kill Stripe. Members who registered to give blood but were disqualified due to temporary physical conditions are entitled to the Kill Stripe. Members with a permanent medical condition that disqualifies them from donating blood are eligible for the Battle Notch, but not the Kill Stripe.member
The challenge must be formally presented and accepted before the event. Both sides must fully understand the conditions of battle: where, when, who, how many, what to do, and victory conditions. Having a formal document that describes a challenge To decide at a picnic that the Orions you’re playing Volleyball with would be good for a Kill Stripe is not acceptable. To challenge a group to a vollyball tournament then arrange it to occur at a picnic IS very acceptable.
A Kill Stripe will not be awarded if the challenged group does not accept the challenge. Examples: challenging someone to see who will open their parachute last; donating $100 to a charity and challenging anyone to match it.
The opponent can be from another fan club (Federation, Romulan, etc) or from another Klingon ship, including a KAG ship. A Kill Stripe is not awarded for winning a challenge against an opponent from your own ship.
The Kill Stripe is only awarded if you win the challenge, not if you lose, and not for a draw.
Kill Stripes will have more meaning if the battle was well fought.
Don’t stack the deck in your favor. Avoid ganging up on one Federation ship with a squadron of Klingon warships. This type of victory is hollow and not worthy of a true Warrior. As the famous Klingon saying goes pujwI’ HIvlu’chugh quvbe’lu’ (There is no honor in attacking the weak).
Once the battle is won and you have all the information then it’s time to complete the request for decoration.
- The request is sent to the Fleet Commander or his designee.
- Requests can only be sent by the Ship’s Commanding Officer or Executive Officer.
- If more than one ship was involved in an activity, it is the responsibility of each ship to send in their own requests.
- It is the responsibility of each ship, not Fleet or Quadrant Command, to keep track of the number of Kill Stripes they have accumulated.
- Only one Kill Stripe request should be sent per challenge won.
- Only one Kill Stripe shall be awarded per challenge won. Whether the challenge is scheduled for one day, or 300 days, it is still one challenge.
Once a Kill Stripe request is approved, it will either be added to the members online profile or recorded by the Ship CO.
When submitting applications for Kill Stripes, it is best to do it immediately after an event has been completed rather than waiting and submitting them in bulk once or twice a year. This helps spread out the workload over a greater period of time.
There are three offical colors of Kill Stripes, based on who the challenge was against:
- Blue – Federation or other Humans
- Green – Romulans
- Red – Klingons or other non-Human Aliens
The Strategy Mark is an award given to the one member most ultimately responsible for initiating, planning, executing and handling the aftermath of an event. This award program is optional, and provides the member a way to boast of his victories by wearing the Strategy Marks on their uniform.
Not all events lead to a Strategy Mark. A Strategy Mark is not awarded if an event effectively requires no organization, involves no other members, is not public, or is a carbon-copy/repeat of a previous event. Members can always check with their Awarding Officer (see below) to find out if an event worthy of a Strategy Mark.
To qualify, a member must at least complete the following steps:
- Initiate and organize an event.
- Events are self contained activities that require planning and organization.
- Examples include, but are not limited to:
- Setting up QI’lop celebration for local sci-fi clubs
- Creating a charity bowling event against another club
- Creating and reenacting Klingon rituals at a convention
- Communicate with both members, guests, and any hosts if at a convention or business.
- Make plans with the event’s hosts/location.
- See that info about the event is distributed to members and keep track of how many members are expected to attend.
- Be personally present at the event, in uniform when appropriate. (same as requirements for a Battle Notch for that event).
- Be the go-to person for any arrangements that need to be made, takes note of members attending, helps handle any problems that arise, take ultimate responsibility for the event.
- Wrap up any details after event is over (examples: tally results of charity event, thank hosts, etc).
- Write the After Event Report, or give the needed info to someone else who will write it and follow up to make sure it is sent.
Strategy Marks are awarded by the Fleet Commander or by whoever the FC designates to award them. The authority to award Strategy Marks may be given by the FC to the individual Ship Commanders for awarding them to their own ships.
Member contacts the Awarding Officer with the necessary details of the event. It is up to the awarding officer to decide who, if anyone, gets the strategy mark.
- The request is sent to the Awarding Officer with the necessary details of the event.
- If more than one ship was involved in an activity, it is the responsibility of each ship to send in their own requests.
- It is also the duty of the Awarding Officer to keep track of Strategy Marks awarded (this can be done with a simple list: date, event name, organizer’s name).
Once a Strategy Mark request is approved, it will either be added to the members online profile or recorded by the Awarding Officer.
When submitting applications for Strategy Mark, it is best to do it immediately after an event has been completed rather than waiting and submitting them in bulk once or twice a year. This helps spread out the workload over a greater period of time.
Physical description of Strategy Mark may vary from Fleet to Fleet.
BASIC STRATEGY MARK LEVELS
- 1-9 marks: Tactician
- 10-99 marks: Strategist
- 100+ marks: Thought Strategist
If more precision is desired the levels can be subdivided.
- 1-9 – Tactician
- 1-3 Tactician
- 4-6 Operation Tactician
- 7-9 Campaign Tactician
- 10-99 – Strategist
- 10-39 Strategist
- 40-69 Operation Strategist
- 70-99 Campaign Strategist
- 100-999 – Thought Strategist
- 100-399 Thought Strategist
- 400-699 Operation Thought Strategist
- 700-999 Campaign Thought Strategist
Besides the above Rules and Standards, the Handbook also offers guidelines and suggestions for how to handle the operations of certain parts of the club. These do not have to be followed to the letter, and should only serve as a guide to getting started.
The acquisition of a uniform is a member’s first major challenge. Uniforms in KAG don’t need to be uniform (all the same), they can be unique to each member, however they do need to be different from “normal” or “mundane” clothes.
Completion of a first uniform is the event that traditionally sets the new member on the path to achieving the recognition of rank within KAG. Getting a new member suited up in a borrowed uniform and taking them out in public is a good way to inspire them to get their own outfit together. Providing new members with tips on construction, or contact info for people who sell uniforms, is an important way of being helpful to them.
Uniforms in KAG run the gambit across multiple styles and types. From Original Series Classic to Next Generation Style, and Enterprise to Discovery. Beyond the standard uniform, there are also many other kinds of Klingon outfits from those who would be Clerics, Chefs, Bartenders, Scientists, and more. There are so many options to chose from, and that’s not including all the different types of alien outfits that can also be worn. Uniforms shouldn’t resemble Human clothes though, so a t-shirt and trousers, for example, doesn’t count as a uniform for the purposes of receiving rank, even if they are Klingon themed.
The KAG Uniform Construction Guide, by K’Jett (Jett Borkowski), contains detailed information for building your own Next Generation style Klingon tunic, gauntlets, spine armor and more. There are also individual guides for additional uniform pieces on the KAG Quartermaster page.
The ultimate goal of a uniform is to showcase the clothes that Klingons and other, non-Human, aliens would wear.
It is the prerogative of each Ship’s CO to approve their own crew member’s uniform and that they follow these guidelines.
Starting and Running a Ship
Ships are the local chapters of KAG. Ships come in all sizes. They often start small and grow bigger, or they might stay small, it all depends on what feels right for the individual ships. The traditional number of people it takes to start a ship is five, but some ships have started with more, or less, than this number.
How do you get started, and what do you do to keep it going? Find a few friends who will agree to be your crew, and you’re on your way. Ship formation can be that informal, although there is a more formal procedure available as a pattern for those who prefer formality (see following section titled ‘Formal Ship Construction’).
Most likely, the person who starts a ship will be that ship’s Commanding Officer (also sometimes referred to as its ‘captain’, although that shouldn’t be confused with the rank of Captain in).
A ship’s Commanding Officer provides vision and sets the tone and direction of the chapter. CO’s are responsible for keeping in touch with their Quadrant Commander. Sound easy?
A friendly warning: Being a ship captain is a challenge. It demands lots of effort and patience. You will find yourself being a coordinator, manager, diplomat, arbitrator, salesman and most important a leader. You may find yourself doing things you never thought you could!
The best leaders are those who work with their crew and listen to their ideas. To make the ship work, it takes the entire crew cooperating together and everyone getting credit when credit is due. Communication and cooperation can make or break a ship. The more people keep in touch and participate the more the ship will grow and gain recognition.
The ship’s “Second in Command”, also called the “First Officer”, or “XO”. They serve as an adviser to the CO, stands in for him when needed, helps to organize events and helps the CO keep track of ship’s business. That’s the tip of the iceberg. A good XO, one whose strengths and talents complement those of the captain, is worth his weight in latinum.
A ship may have departments which perform designated support functions for the ship. Each ship is unique. The departments your ship chooses to establish depends on the number of members on your ship and the kinds of activities it engages in.
The following is a list of some of the kinds of departments a ship might have, and suggestions for the kinds of duties they might perform. Your ship might have some, all, or none of these ship positions… go with what works for you.
- Communications Department – Handles the communications needed to notify members of upcoming meetings and events. Puts together a ship’s newsletter, produces written materials to be used at events and for recruitment, assists Commanding Officer with official correspondence between ships.
- Engineering Department – To handle construction, set up, break down and transport of items for displays and other ship building projects.
- Quartermaster Department – Assist new members in their quest to become uniformed. Assemble and make available to the crew updated information on costuming and makeup techniques and sources.
- Weapons Department – Aquire information on the weapons policies at particular events the crew will be attending. Advise and assist crew in compliance.
- Helm/Navigation Department – Arrange or provide transportation to and from events and meetings for crew who have need of it, provide maps or directions to event destinations when needed.
- Medical Department – Keep a medical record for each ship member which includes such information as allergies and emergency contact information. It is recommended that Medical Officer should be CPR Certified or have other medical training.
- Tactical Department – Assist wherever needed, for instance in locating materials for ship projects, event set-up and take-down, etc.
- Security Department – Help with security at conventions, provide security at ship’s events, or for guests.
Once again, the list above is only an example. The decision to have departments, and what to call them, is a matter internal to each ship, and depends on its specific needs. Departments can be a fun way to role-play, and they can be helpful in assigning the work necessary to making ship events and projects happen.
The creation of Departments shouldn’t be used to restrict a member’s involvement. If someone wants to be involved in more than one department, they should be encouraged to do so. That way, the Empire gets the maximum amount of work out of them before they die gloriously in
On a large ship, Departments might be made up of several people and headed up by a Chief Departmental Officer. Giving a talented and hardworking crewmember the title and position of Departmental Chief is a good way to reward their outstanding contributions.
They can be occasions for socializing and fun, and a good opportunity to talk together about plans and activities. Many ships hold meetings once a month, either in members’ homes, in a restaurant, or in a public meeting place such as a library, university, or church. Frequency of meetings, and whether or not they are uniformed or casual occasions, varies from ship to ship.
Designating a consistent day of the month for meetings allows the membership to be able to plan for these meetings in advance.
Where should meetings be held? A ship member’s home sometimes provides a good atmosphere but may have the drawback of inadequate seating or parking space.
Many libraries and schools have meeting rooms that can be utilized, giving the benefit of more seating and parking, but it might be necessary to pay for their use. Holding a meeting in a restaurant is an option, but it has the drawback of lacking privacy and quiet.
Holding a meeting outdoors in fair weather provides excellent opportunity to combine ship’s business with a picnic or other recreational activity.
It’s very Important to involve the membership in discussion and participation. Try not to make all meetings strictly about business.
Remember, you joined to have fun, and meetings can be turned into fun events. Specifying a meeting place every month or two months allows you to advertise it on flyers and have the possibility of some new potential members just showing up.
Many ships produce newsletters, both paper and email, to keep members informed about activities and to proclaim their glories. A newsletter can be anything from a simple ship’s calendar to a multi-page production with pictures, stories, reports, poems and recipes. Producing an interesting ship’s newsletter, and sending complimentary copies to the far-flung corners of the empire, is one of the best things a ship can do to make itself known.
KAG is a not-for-profit club. KAG HAS NO DUES.
However some individual ships choose to have ship funds to cover operating expenses. Ship funds can be raised in a variety of ways, such as subscriptions to a newsletter, or benefit events. Dealing with ship funds is a serious matter and should be handled very carefully. We recommend keeping a good accounting of all money in and out of a ship.
Formal Ship Construction
All it takes to start a ship is a few warriors with the will to do so.
Your first step, once you have people, will be to contact your Quadrant of Fleet Commander and tell them you wish to found a ship. They will place your ship “under construction” to give you time to prepare for “launch”. You should set a completion date (the date at which your ship will be officially “launched”) as it will give your crew a goal to shoot for. Typical ship construction periods are anywhere from 3 to 6 months, although they can be longer or shorter depending on the situation. A ship can use this construction period to do several things:
- Determine who is the ship’s Commanding Officer.
- Choose a name for your ship. You will probably want one that isn’t being used already. Check the listing on KAG.org and/or check with your Quadrant and Fleet commanders to find out if a name is already in use.
- Pick the type of ship it is. This can be based on crew size, with smaller crews being scout vessels and larger crews being battlecruisers, or you can choose your favorite type. KAG has no rules that dictate the type of ship you pick.
- Decide what departments your ship wants to have, and who… if anyone… should head them.
- Establish communications. This could be creating a group on KAG.org, a mailing list, or a Facebook Group, for example, as long as it has a way to keep everyone in touch. Be sure to invite to the COs of other local ships, as well as the Quadrant and Fleet Commanders.
- Familiarize yourself with the information resources that KAG has to offer, and the Rules and Standards that define the club, so that you can provide a source of solid and accurate information to your crew and direct them to any resources they might need.
- Decide a place and time for meetings. Most ships hold monthly meetings. You might invite members of other nearby ships to one of your meetings. You might also attend one of theirs, to observe how they do things.
- Host your first activity or event. This may include a recruitment drive, community service, a challenge, a party or other recreational event. The hosting ship decides on and makes the arrangements for the event.
- Demonstrate leadership and initiative in communication and cooperation. Don’t expect others to carry your weight.
- Get uniformed. Work with your crew to develop their outfits and makeup. Make sure your crewmembers understand that they do not have to spend a lot of money on a fancy uniform. There are simple and inexpensive alternatives, and a uniform is always a work in progress. Better to make a simple start and build upon it than to procrastinate. Having fun with costuming is more important than being ‘picture perfect’. It is the ship CO’s prerogative to pass final judgement as to whether their crewmembers’ uniform is acceptable.
In the month leading up to your chosen Ship’s Completion Date, the following must be completed:
- Make sure all members of the crew are registered on KAG.org
- Send a list of crew members, including CO and XO, to your Quadrant or Fleet Commander, so they can add them to your ship’s entry in the roster.
If everything is in order, the Quadrant or Fleet Commander will then add your ship to the rosters on KAG.org, and you will offical be a ship in the Klingon Assault Group.
Although this is a part of the Klingon culture in the media, it is not performed in KAG, even as a joke.
They are a part of human nature, and they do exist in any large grouping of people.
The Klingon traits of determination, ambition, and competitive spirit lend themselves all too well to what one would called “the grand pageantry of Klingon fan politics”. If you conduct yourself according to those other important Klingon traits, honor, integrity and forthrightness, you should have no trouble steering clear of any problems related to ‘politics’.
Since KAG is a social club, Real World Politics can also rear it’s ugly head and try to get in the way of fun. We recommend avoiding this type of politics as much as possible. Do not attend political rallies in uniform and try to avoid partisan discussions at meetings or in public. This is especially true for ship Commanders and Command staff, as they should be willing to welcome and work with any member, regardless of their real world affiliations or positions. Positions of responsibility in KAG should never be used to spread ones own political agendas or encourage members to take political sides. If a member if unable to conduct their KAG duties without bringing in real world politics, that person will be asked to vacate their position.
Remember that we are here to have Fun, and politics is rarely Fun!
KAG has a variety of logos and symbols that are used throughout the club.
Any logo that is submitted to KAG for either a quadrant, fleet, division, or other non-ship unit becomes the property of KAG. These are KAG-owned logos.
Any logo that belongs to a ship, remains the property of the ship unless the ship gives ownership of it to KAG.
Any KAG member in good standard may use the main KAG logo, and any other KAG-owned logo or 3D printing file, to produce KAG branded products for personal use or in order to raise money for charities.
Any products produced with KAG-owned logos or 3D printing files may not be sold for profit unless profits are donated to a charitable organization or are used to support further KAG activities (ship funds, etc). This should be clearly advertised on any sales, along with attribution to KAG.
Many members have worked on the KAG Handbook over the years. Here are the names of those who’s work has made this Handbook possible:
Captain Kavak zantai-Kurkura and Captain Krahl zantai-Reshtarc for getting the ball rolling.
Admiral Kragtowl zantai-Trekkan, Admiral Kroesh zantai-Septaric, Admiral Klag zantai-Kurkura, Cmdr. Leetra sutai-Trekkan, Cmdr. Kordite sutai-Tashigor, Cmdr. seq-Dogh sutai to’meD – Qelt, Admiral Kwist zantai-Xudetlh, Thought-Admiral Kris epetai-Kurkura, Thought-Admiral KuurIIs epetai-Qaaluhr, Thought-Admiral Kerla epetai-MaHcha’, and Thought-Admiral Krikor epetai-jechwI’ for their additions and source materials.
Many Quadrant, Fleet, and Divisional Leaders who worked together as members of KAG’s Council.
The online edition is maintained by Thought-Admiral qurgh epetai-lungqIj
- General page updates for theme changes.
- Updated Logo/File license with information on attribution.
- Updated anchors to work with header menu links again.
- Updated rank/honorific/branch STL links to fix downloading issues with Chrome
- Minor language tweaks
- Reordering ship construction steps
- 2019-03-15: New single page version created with the following major changes:
- The leader of KAG is now known as the “Supreme Commander of KAG” (based on Martok being the Supreme Commander of the 9th Fleet)
- Rule 5 has been updated.
- The KAG Code of Conduct has been updated.
- Ranks and Honorifics are no longer directly connected so an honorific does not need to be earned to move up in ranks.
- Ranks have been switched to their Klingon name first, followed by English versions.
- Position descriptions have been updated.
Star Trek® and Klingons® are trademarks of CBS Studios/Paramount Pictures. No infringement of copyright is intended within this publication.