All it takes to start a ship is a few warriors with the will to do so.

However, if there is a ship near you, and if you wish to add a little formality to the starting of your ship, you can request of an already established ship that they be your assisting or advisor ship.

If they agree to this arrangement, you should let the Quadrant Commander know of your arrangement, in case he might also be able to help in any way.

Such an arrangement is known as a ship being ‘under construction’.  If you set a completion date (the date at which your ship will be officially ‘launched’) it will give your  crew a goal to to shoot for.  Typical ship construction periods are anywhere from 3 to 6 months.

Formal ship construction is a good way to give a new ship a solid foundation.  A ship can use this construction period to do several things:

  • Determine who is the ship’s Commanding Officer.
  • Decide what departments your ship wants to have, and who…  if anyone… should head them.
  • Establish communications. Demonstrate to the assisting or advisor ship that your ship has a means of inter-ship communications.  This might be in the form of a newsletter, or a phone or email network.  The important point is that the CO is able to effectively communicate with the crew members and with the Quadrant Commander.
  • 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 the assisting ship to one of your meetings.  You might also attend one of theirs, to observe how they do things.
  • Choose a name for your ship. You will probably want one that isn’t being used already.  Check with quadrant and  fleet commanders to find out if a name is already in use.
  • 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, send the following to your Quadrant and/or Fleet Commanders:

  • A letter of Introduction that includes your name (Klingon and human) and contact info (including your mailing address, and email address if available), and the name and size of your ship.
  • A copy of your and your crewmembers’ KAG applications
  • Ships roster: your ship departments, and the names (human and Klingon) ranks, and contact info of the individuals heading them.

The Fleet Commander then returns a formal Ship Activation document or email verification, and your ship is officially a fighting element of the KLINGON ASSAULT GROUP.


The class of ship can be determined by the number of members that are attached to a ship. The following is a general guideline used to determine class of ship. A written notice sent to the Quadrant Commander to notify him when upgrading a ship is a good idea. The use of these guidelines is left to to the discretion of the Fleet Commander.

1 – 4 Warriors
5 – 9 Warriors
10 – 19 Warriors
20+ Warriors
GUNSHIP:  a class of ship reserved for young adults (Cadets)