Revised 10 June 2003

Imperial Klingon Battle Fleet
Congratulations! Today you are a warrior!
Now that you have completed your initial warrior training, and have been recommended by your crewmembers and command staff, we welcome you to the Imperial Klingon Battle Fleet. We are a science fiction adventure group who organize ourselves as KLINGON characters as in STAR TREK1 , STAR TREK THE NEXT GENERATION1 , STAR TREK DEEP SPACE NINE1 , ENTERPRISE1 and the STAR TREK MOTION PICTURES1. Each chapter in our group is organized into a ship, fighter wing or marine battalion. Each of these has a commanding officer, 1st officer, other officers and crew. Each person receives rank and honor promotions based upon participation in chapter and fleet activities.
The fleet and/or individual chapters participate in many activities throughout the year. These include: monthly meetings, uniformed convention appearances, visiting pediatric wards in community hospitals, publicity/recruiting events, Scouting events, creating uniforms and related materials for members, promoting educational and reading programs, etc. Frequently these activities occur in cooperation with other groups: Klingon, Federation, Romulan or other. This fleet is a costuming group; we take pride in our appearance and have won many awards in competition against worthy opponents. Specific details regarding the Imperial Klingon Battle Fleet will be detailed in the following pages.
We hope that you will enjoy your membership in this organization and that we will enjoy many glorious exploits together. Qapla!
|
|
|
|
|
GEN qIlor joH |
GEN buraD joH |
LTG qItaH joH |
|
|
|
|
|
MG heSwI’ joH |
BG jaHrI’ epetai-maw’wI’ |
BG QI'tan sutai-QanwI' |
|
KLINGON , STAR TREK, STAR TREK THE NEXT GENERATION, STAR TREK DEEP SPACE NINE, STAR TREK VOYAGER, ENTERPRISE and STAR TREK MOTION PICTURES are registered trademarks of PARAMOUNT MOTION PICTURES. No copyright infringement is intended or implied. |
THE RULES
The Imperial Klingon Battle Fleet has five absolute rules:
1. HAVE FUN.
IKBF is a Star Trek Fan Organization, a social and performing group. Its primary function is to provide members with Klingon Glory, by public performance and the entertainment of consensual play. Observe this goal at all times.2. GET INVITED BACK, BE OUTRAGEOUS NOT OBNOXIOUS, and DON'T EMBARRASS IKBF. Members should not behave in a manner that dishonors or misrepresents our club. Don't speak on behalf of (nor misrepresent) more than your authority. Don't commit crimes while in uniform. Make sure the "play" is consensual on both sides when you are in persona.
3. HELP OUT. If you want to belong, you have to help the group. When the Fleet is running an event and you are there, help set up, take down, and carry stuff in and out. There are far too many warriors who arrive after the hard work is done and leave before it begins again. Volunteer to do stuff. If you seek glory and medals, you have to do more than just show up and look good.
4. THE HIGH COUNCIL MAKES THE RULES, AND THE CAPTAINS AND FLEET STAFF APPLY THEM. This is not a club for rule-makers and bureaucratic architects. There is a reason that there are such things as senior officers and a chain of command. This rule protects the club from the unnecessary bureaucracy it despises, and keeps the premise of membership very simple.
5. MAKE NO TREATIES, SIGN NO ALLIANCES. One should never commit their portion of IKBF, or the club itself, to contractual obligations, unless the High Council has explicitly authorized you to do so. We do not intend to suffer legal consequences witnessed in other clubs. IKBF has always been an enemy of bureaucratic paperwork and needlessly binding accountabilities.
FLEET STRUCTURE
Each chapter is organized as either a ship, fighter wing, or marine battalion. Any uniformed Klingon officer Lieutenant or above may try to start a chapter, if they can find five uniformed members (including themselves) willing to follow them who will show up for meetings and events. Once formed, each chapter will be assembled and presented to the High Council for inspection; if the High Council finds the chapter acceptable the new chapter will be commissioned. The name of the new chapter must be approved by the High Council.
If a chapter is organized as a ship it will consist of the following positions: Ship's Captain (Position not rank); Executive Officer; and Officers and Crew (enlisted)
If organized as a Fighter Wing it will consist of the following positions: Wing Leader; Executive Officer; and Pilots (officers) and Ground Crew (enlisted)
If a organized as a Marine Battalion it will consist of the following positions: Battalion Commander; Executive Officer; and Officers and Marines (enlisted)
The chapter commander is responsible for organizing and conducting monthly meetings, coordinating and supervising activities, recording and submitting member personnel files to the Fleet Adjutant, generating new ideas to bring to the Council for Fleet events, serve as primary chapter spokesperson and other duties as directed by the High Council. The commander is responsible for the overall functioning of the chapter. Specific tasks should be delegated to other officers to facilitate ease of operation and encourage participation. It is up to the Chapter Commander to divide up the duties and responsibilities in the chapter so as to ensure all necessary chapter tasks are accomplished in the optimum manner.
In addition to the ships, the Fleet has a staff responsible for administration, operations coordination, fleet communications and so on. The Fleet Staff consists of:
Chancellor - responsible to promote the fleet, organize and run High Council meetings, generate new ideas for Fleet events, serve as primary spokesperson, and command the fleet in general. The Chancellor is elected by the High Council annually.
Chief of Operations - responsible for coordinating with conventions and other large scale events. Administers registration and ticket sales for the Klingon Feast. Negotiates with the hotels for the Feasts. Maintains the Feast account. Oversees Feast setup and takedown; chapters will provide labor for this.
Fleet Adjutant - responsible for maintenance of the Fleet records for member contact information, points, awards and honorifics, and for uniform interpretation and application of the experience and honor points guidelines to assist the chapter commanders. Maintains the Fleet archives of battle reports, action reports and such, and the latest copy of the Fleet handbook.
Chief of Communications - responsible for official Fleet correspondence and newsletters. Responsible for sending out all hardcopy newsletters to members, for establishment and maintenance of historical files and the WebPage of Glory (the Fleet webpage with accounts and pictures of each event the Fleet attends).
Chief of Entertainment Operations - responsible for coordination of acts, music and the like for the Klingon Feasts and other performances. Chair of the Entertainment Committee; Organizes and runs Entertainment Committee meetings.
Chief Warden - responsible for Klingon Jail operations and maintenance. Establishes schedule for members' duty at Jail at conventions. Oversees Jail setup and takedown; chapters will provide labor for this.
High Priest(ess) - responsible for administration of the Borethngan ra', and for generating new ideas for interrogation of prisoners. Chief Torturer for the Klingon Jail.
Other staff positions may be established as needs arise.
In addition to these positions, the Fleet has a series of guilds that recognize special achievement or skill in a particular area. These are:
Ambassador. Ambassadors perform public relations duties for the Fleet. They talk to other organizations about IKBF and promote good relations. They also seek out opportunities for new events IKBF can participate in, and bring these opportunities to the Council for consideration. Ambassadors negotiate with external organizations when directed to by the Council. Ambassadors are designated by the High Council.
Uniform Guild. Members of the Uniform Guild are those who have demonstrated proficiency in producing competition-quality Klingon and other uniforms. The Uniform Guild chooses its members through nomination and voting.
Tactics Board. The Tactics Board is composed of members who have repeatedly demonstrated skill
as qualified starship, squadron or fleet tacticians in battle simulation (not roleplay) against live opponents. The Tactics Board chooses its members through nomination and voting.
Blade Master. The Blade Master is one who has shown exceptional skill at martial arts with bladed weapons. Blade Masters are designated by the High Council.
HIGH COUNCIL
The High Council is the governing body of the fleet. Council membership is composed of the following: Fleet Staff, all active officers of Captain or higher rank, and one Council Representative (or Alternate) for each chapter. Council Representatives are chosen by their chapter. Council Representatives must be at least of the rank of Lieutenant (Alternates may be Ensigns). Each year (normally in November or December) the Council will elect a Chancellor. The Chancellor may be anyone on the Council who is at least of the rank of Captain. The Chancellor or his designee chairs the meetings, but all decisions are based on a majority vote by the Council. Each member of the Council has 1 vote.
The High Council meets at least quarterly, but will meet as often as necessary to decide fleet policy. In the event of a time limited situation where a decision must be made without having time to poll ship members, an emergency vote will occur. In an emergency vote, the Chancellor or his designee will contact the Council members by phone and will relay the nature of the situation, and the council member will cast his/her vote. Ship representatives will cast their vote as they feel that their ship's company would respond. If a Council Representative is unable to be reached, the alternate will be contacted and be responsible for casting the vote.
If the membership of the fleet disagree with a council vote, then they have the right to petition the Council for a referendum vote on the issue at hand. A successful petition will consist of signatures from 25% of the fleet's members in good standing. If the requisite number of signatures for a petition is presented to the Council, then the issue shall be brought before each chapter to be voted on by the general membership of the fleet. If the overall membership of the fleet votes in favor of the issue, then it stands as originally voted by the Council. If the membership of the fleet votes to rescind the issue, then the vote of the Council shall be overturned.
If an issue presented to the Council is deemed by a majority of the Council to be of a similar nature to an issue that was overturned by referendum, the Council shall automatically put the new issue to referendum vote.
INDIVIDUAL RANK
Rank is granted to recognize those individuals who, through their dedication and hard work, have enabled the fleet and their chapter to grow and to operate efficiently. All promotions above the rank of Yeoman (or equivalent) must be approved by the High Council. Members achieve service and honor points by participating in the group. This participation includes but is not limited to: attending meetings, conventions, participating in community activities, performing assigned duties, participating in lazer tag, simulation gaming, etc.
It is the duty of the chapter commander to document this participation and forward it to the Fleet Adjutant, who will apply a uniform standard in determining points earned for each member for activities and keep a cumulative record of points achieved for each member. The Fleet Adjutant is responsible for submitting this information to the Council at each Council meeting, as required. The ranks in use in the fleet are as follows:
1) Warrior 2d Class: This is the entrance rank for new members. Those individuals with this rank should seek out a department on board their chapter which represents a particular area of interest, and begin developing their Klingon persona and uniform.
2) Warrior 1st Class: Achievement of this rank indicates participation in fleet/chapter activities and passing of the Test of the Warrior. Members must achieve this rank before they can apply for officer status. It is at this rank that honor points may begin being accumulated towards honorific badges.
3) Corporal: This rank represents the equivalent of a non commissioned officer position. Achievement of this rank indicates regular participation in activities.
4) Sergeant: This rank indicates excellent participation in activities. Achievement of this rank qualifies an individual to be a department head over other enlisteds, if no officers are available for the position. This is the highest rank for personnel under the age of 15. This is the highest rank which may be attained without a uniform.
5) Yeoman: This is the initial officer rank. Achievement of this rank indicates you have served consistently and have the dedication to make the effort to physically appear Klingon. Individuals acquiring this rank must have a service uniform (Imperial, Classic, etc.), or other recognizably Klingon uniform/civilian wear, and a properly fitting headpiece and associated makeup, etc. to appear in public as a Klingon.
6) Ensign: Individuals who achieve this level are on track for supervisory responsibilities, if they wish. Ensigns may wear a sash. The sash may be of any color or material except gold.
7) Lieutenant : This is the lowest rank for a ship commanding officer, and for a primary Council representative. Lieutenants who command a chapter may wear a gold sash. Gold is reserved for command staff and higher, regardless of rank.
8) Lieutenant Commander: This rank demonstrates significant dedicated service to the fleet and ship. Officers of Marines who have achieved this rank will be considered Majors.
9) Commander: This rank represents significant achievement and responsibility. You must be a persistent, dedicated individual to achieve this status. Officers of Marines who have achieved this rank will be considered Lieutenant Colonels.
10) Captain: A Captain is a senior member of the fleet who has earned the right to be a permanent member of the Council. Officers of Marines who have achieved this rank will be considered Colonels. Individuals achieving this rank must have an acceptable service uniform as determined by the Council.
11) Brigadier: This rank represents the first "flag rank". As a Brigadier you may be responsible for a senior staff position within the Fleet, as designated by the Council.
12) Major General/Commodore: To achieve this level, you should be a leader of leaders. As a Major General or Commodore you may be responsible for a senior staff position within the Fleet, as designated by the Council.
13) General/ Vice Admiral : A truly dedicated Klingon reaches this rare level. As a General or Vice Admiral you may be responsible for a senior staff position within the Fleet, as designated by the Council.
14) Marshal/ Admiral: As a Marshal (as in Field Marshal) or Admiral you may be responsible for a senior staff position within the Fleet, as designated by the Council.
PROMOTION GUIDELINES
The following list represents the cumulative number of points an individual should have accumulated to be eligible for promotion.
Rank promotions up to and including the rank of Yeoman may be made by the commanding officer. A uniform is required for promotion to Ensign; it may be Imperial or "Classic". Promotions to Ensign and above must be approved by the High Council.
|
RANK Naval / Marine / Ra' |
Klingon translation |
EXPERIENCE POINTS |
HONOR POINTS |
|
Warrior 2d Class |
SuvwI' cha'DIch |
0 |
|
|
Warrior 1st Class |
SuvwI' wa'DIch |
10 |
|
|
Corporal |
Da' |
20 |
HoS 10 |
|
Sergeant |
bu' |
40 |
|
|
Yeoman / Aspirant |
ne' |
100 |
'Iwlu' 20 |
|
Ensign / Curate |
lagh |
150 |
|
|
Lieutenant / Prelate |
Sogh |
200 |
TAI 30 |
|
Lieutenant Commander / Major / Cadeon |
Sogh la' |
250 |
VESTAI 50 |
|
Commander / Lieutenant Colonel / Crivar |
la' |
350 |
SUTAI 75 |
|
Captain / Colonel / Priest(ess) |
HoD |
500 |
ZANTAI 100 |
|
Brigadier / High Priest(ess) |
'ech |
750 |
EPETAI 150 |
|
Commodore / Major General |
totlh |
1000 |
joH (Lord of a House) 200 |
|
General / Vice Admiral / Ancient |
Sa' |
1500 |
|
|
Field Marshal / Admiral |
'aj |
2000 |
|
Honor ranks are achieved by dedicated service above and beyond the call of duty. Honor points are recommended by the ship commander or higher staff and are only official once approved by the High Council.
Honor ranks are traditional titles whose origins are in the distant past. The Empire of long ago was feudal in nature, ruled by the Emperor but administered by the noble Houses. Each fief was held by a member of the nobility; the size of the fiefdom held was determined by the rank of the holder; there were five ranks (tai- thru epetai-). In addition were the two minor ranks, which roughly corresponded to two levels of knighthood, but did not signify fiefholder status. After the Klingon Empire became a spacefaring civilization the chance for glory increased dramatically, and as more Houses were created that were not originally noble houses, the influence of the old nobility eventually faded and titles became designators of honor rather than of power.
KLINGON UNIFORMS
There are several types of uniforms which are worn by the Klingons in the IMPERIAL KLINGON BATTLE FLEET. The Imperial uniform (STTNG and ST movies) consists of a gorget, a gray and black (usually, but not always) armored vest and shoulder armor (there are several variations), fur sleeves, black fingerless gloves, forearm armor, a black belt, the Imperial uniform belt buckle, and gray uniform pants. High black boots with or without boot horns and metal trim. Shown below is a typical Imperial uniform, which we will discuss in more detail over the following pages. There are variations to the Imperial uniform both in color and in details.
UNIFORM COMPONENTS
RANK INSIGNIA

KLINGON UNIFORM COMPONENTS
HONORIFICS
1) HoS (the Strong)
2) 'Iwlu' (the Bloodied)
3) Tai (The One)
4) Vestai (The One of Battle or Battlelord)
5) Sutai (The One of Discipline or Maturity)
6) Zantai (The One of Destiny or Fate)
7) Epetai (The One who is Honored)
8) joH (Lord of a House) (usually has a special House insignia)
The insignias may be worn or the tunic or sash of the uniform. Only the highest honorific is worn.
KLINGON UNIFORM COMPONENTS
All Klingons serve in some branch of the military at some time. Each branch has its own distinctive insignia, which is worn on the opposite side of the uniform collar or neckline from the rank insignia. These insignia are required to be worn on all uniforms, so that the wearer's rank and branch may be known at a glance.
|
FLEET |
IMPERIAL GUARD |
INTELLIGENCE |
|
MARINES |
HIGH COMMAND |
COMMUNICATIONS |
|
SUPPORT SERVICES |
NAVIGATION |
WEAPONS |
|
BORETHNGAN RA’ |
ENGINEERING |
TACTICAL |
|
SCIENCE |
SECURITY |
KLINGON UNIFORM COMPONENTS

The standard Imperial uniform belt buckle is silver with silver spheres.
Officer buckles have black with silver trim and silver spheres.
Command staff may have a gold border with silver or gold spheres.

Diplomatic buckle. Worn by dignitaries and other honored individuals.

Alternate
buckle for female uniform.
Standard Warrior's boots. Boot horns are only worn with Imperial uniforms.
Civilian Personnel Communication Badge.
Exchange Crew Communication Badge.
Imperial Communication Badge. Worn on left upper arm.
Primarily used to call for transporter.

New Imperial Communication Badge. Worn on left upper arm.
Primarily used to call for transporter.
Imperial Homeworld Badge. Denotes that wearer was born on the Homeworld.
House badges may be worn as a substitute.
Holster and Holster sling for Imperial Uniform. Holsters of this type are used for the Type 3 and Type 6 disruptors and the Death Sting phaser. Some holsters have a tie down at the bottom to tie it to the leg for stability. Left-handed individuals usually wear this holster in a cross-draw position.
These are typical uniform sashes. The sash on the left is a duty sash, worn with battle armor (Imperial uniform tunic). The duty sash is generally silver in color, though ship executive officers and above may wear gold colored sashes. The sash on the right is a dress sash, which may be worn with a dress uniform or with civilian clothes. Many variants exist on both these themes.

Spine Armor
Scales for all Imperial uniforms, including at-home dress.The protruding nature of the Klingon spine and constant clan hostility makes this armor necessary.
Scabbard for a daqtagh. Other styles exist.
No living adult Klingon goes without a blade of some sort.
Vambraces, or armguards
, or wrist guards, are an essential part of Klingon apparel. Even civilian Klingons usually wear some type of vambraces, as a defensive aid against possible attackers.
Vambrace insignia are worn by officers. The standard naval insignia and IKBF insignia are shown (not to scale); clan/family insignia may be substituted.


The Battle Cloak is worn by ship commanders and above. It may also be worn temporarily by other officers leading a boarding party, landing party or etc., to designate the person in charge of the force. Battle cloaks have pockets and usually a hood.
The Command Cloak is similar to the Battle Cloak, except that it usually has no pockets and no hood. The Command Cloak may have medals and awards fastened on the front panels. A Command Cloak may be worn by the head of a House when appearing before the Council on official House business.
KLINGON UNIFORMS
The Classic uniform (original series)(male) consists of a black turtleneck, a silver vest with black "striping", a black belt, the Imperial Klingon Battle Fleet Fusion buckle, and black pants. The pants may have gold flecks in them or they may be plain black. High black boots.

Classic Female Uniform.
Classic Male Uniform
The Classic Sash Pin is gold colored, and is only worn by Lieutenant and above.
UNIFORMS
STANDARD IMPERIAL UNIFORM TUNICS
Male & Female Standard (enlisted) Imperial Battledress Tunic
Female Command Battledress Tunic
Male Command Battledress Tunic

Male Dress Tunic
Female Dress Tunic
INSIGNIA AND QUALIFICATION BADGES
Imperial Diplomatic Corps Emblem.
Only worn by designated Ambassadors.
Ambassadors are designated by the High Council.
High Council member.
Worn on the cloak by members of the High Council
.
Shield of Tradition.
Awarded by the Uniform Guild to designate individuals who have demonstrated proficiency in producing competition-quality Klingon and other uniforms. Once awarded this badge, the recipient becomes a member of the Uniform Guild.
Tactics medal.
Awarded by the Tactics Board to designate individuals as qualified starship tacticians.
Once awarded this badge, the recipient becomes a member of the Tactics Board.
AWARDS and DECORATIONS
It is considered bad form to go to your superior and ask for a medal. If he thinks you are deserving, he will recommend you for a medal
. Show your commander the extra work you are doing above and beyond the norm and you are likely to be rewarded. If you think a comrade is worthy of a medal, recommend him to his superior or, if you think your CO is doing an exceptional job, send kudos to one of the Fleet Staff.

Medal of Honor. Highest award for service in the fleet.
Awarded only by the High Council for superior dedication
and personal sacrifice on behalf of the Fleet.

Sword of the Empire.
Second highest award in the IKBF.
Awarded only by the High Council for
superior meritorious achievement while serving in uniform.
Superior Service Medal.
Awarded only by the High Council to those who have set an extraordinary example to follow in selfless service on behalf of and in support of the fleet.
Diplomatic Service Shield, 1st Class.
Awarded only by the High Council for outstanding achievement or superior service
while serving the fleet in an official ambassadorial, emissarial or liaison capacity.

Medal of Valor.
Awarded by a Flag Officer (Brigadier or above) for demonstrating courage by participating in personal competition
against all comers (in masquerade/costume call at a major convention), or by performing solo, duo or trio at a Klingon Feast.

Chop jiH Medal.
Awarded by a Flag Officer (Brigadier or above) for demonstrating superior skills in personal competition by winning 1st Place (in masquerade/costume call at a major convention)

Master of Discipline.
Awarded by a Flag Officer (Brigadier or above) to individuals
for demonstrating superior stamina in difficult situations while in full Imperial uniform.
Torturer's Apprentice.
Awarded by a Flag Officer (Brigadier or above) to individuals for demonstrating superior ability in putting other individuals (especially members of the opposite sex) into stressful states of mind.

Meritorious Service Medal.
Awarded by a Flag Officer (Brigadier or above) to those who have set an excellent example to follow in selfless service on behalf of and in support of the fleet.

NomHoH.
Awarded by a Flag Officer (Brigadier or above) to those who, upon their first attempt at a new activity (first masquerade, first SFB game, first performance, etc.) do extraordinarily well, defeating all their opponents or causing massive disruption in the enemy, etc.
Diplomatic Service Shield, 2d Class.
Awarded only by the High Council for meritorious achievement or service
while serving the fleet in an official ambassadorial, emissarial or liaison capacity.
Bird of Prey Medal.
Awarded by Chapter Commanders or above to individuals who have set
an outstanding example for the fellow shipmates to follow, either through
their dedication or their effort.

Award of Kahless.
Awarded by Chapter Commanders or above to individuals who have performed
meritorious service while leading a successfully expedition or landing party
at a convention, charity event, or other public activity where fleet personnel
will be noticed by others.

Fast Attack Medal.
Awarded by Chapter Commanders or above to individuals who have performed
assigned tasks in an exceptional manner. This is the "Did a Great Job" medal.
Task does not have to be while in uniform.
Honored Service Medal.
Awarded by Chapter Commanders or above to individuals who have demonstrated
outstanding dedication through selfless service on behalf of and in support of the ship.
AWARDS and DECORATIONS
SERVICE AWARDS
The service award is worn on the sash, right arm or right breast of the uniform. The service award consists of a narrow gold, silver or black bar (if worn on the breast or sash) or band (if worn around the arm or on the sash) up to 1/2" wide for each year of service. Once an individual achieves his fourth year of service (and for every fourth year) the three narrow bars/bands are replaced by a wide bar or band up to 1-1/4" wide.
CAMPAIGN MEDAL
A campaign medal is awarded for successful campaigns (conventions, community service activities, lazer tag battles, etc.). The award indicates the number of campaigns completed:

NOTE: The basic medal without jewels, trifoil and batleth is given for 10 campaigns. After 20 compaigns a trifoil is added to the medal. After 30 campaigns a batleth is added as well. Upon reaching 40 campaigns, and for every 10 campaigns after that, a small jewel is added to the medal. The jewels can be of any color. As an example, the picture shows a campaign medal for 100 campaigns.
Note that campaigns do NOT include meetings, headpiece sessions, cookouts, picnics, jail (or other large prop) construction meetings/sessions or any other event which is not public. Uniformed convention appearances, library and hospital visits, museum appearances, telethons, movie premiers and uniformed events in shopping malls are examples of campaigns. Non-uniformed events must be approved as campaigns by the Council to count for the purpose of this badge.
OTHER KLINGON UNIFORMS
Klingon Ambassadors may wear military uniforms or civilian clothing. The civilian type clothing is sometimes a "robe" type affair and usually of a solid dark color or a mixture of earth tones. Leathers or coarse fabrics are frequently used. Ambassadors may also wear a sash. Members who are designated Ambassadors may wear ambassadorial dress instead of a service uniform.




Klingons do not perceive colors the way that humans do. Blue is seen as a shade of gray. Red is considered a bright color. Klingons usually prefer solid colors. When a patterned type of material is worn, it is displayed against a solid background.
BORETHNGAN RA'
Within the Imperial Klingon Battle Fleet there is a military order of warrior/healers (similar in some respects to the Knights Hospitallers in Terran history) called the Borethngan Ra'. These warriors hold the teachings of Kahless in sacred trust, and constantly train in the skills necessary to heal the wounded and cure the ill, so as to return the warrior to duty as quickly as possible. They seek to enable the warrior to meet his fate in battle, rather than in a hospital bed. In this way they help the warrior to meet Kahless as he should, covered with glory and the blood of his enemies. Due to their expertise in medicine and science, the Borethngan Ra' also serve as interrogators, to assist in keeping prisoners alive until they may be of service to the Empire by revealing useful information.
HISTORY
The monastery established on Boreth (the planet orbiting the star Kahless promised to return to) maintains the stories and traditions of the Klingon race. A resurgence in spiritual interest occurred when the clone of Kahless was created on Boreth. The tremendous surge in the number of young Klingons making a pilgrimage to Boreth led to the development of a powerful religious sect. The simple monastic life of prayer and awaiting the return of Kahless progressed to the opening of mystic channels of healing powers, resolute warrior strength and strict discipline. These powers and rituals are closely guarded secrets, and full knowledge is limited to the Ancients of the order.
In order to maintain this secrecy (and to better focus the individual's energy into service, rather than glory), the order has established a strict hierarchy, with limited numbers of positions available for progress above the rank of "Prelate".
Borethngan Ra' (also called simply "the Ra' ") may sometimes be recognized by a streak of grey or white hair they have in their hair at each temple. They may wear standard battledress, but frequently also wear specialized robes and uniforms which make them easily identifiable. Members of the Ra' also serve occasionally as covert operatives, seeking out those who have information valuable to the Empire and using their skills to extract the information. The Ra' also has a small military branch which serves as guards for high ranking officials of the order and for monasteries. These are commonly called "Kahless Guards".
SERVICE IN THE FLEET
The Ra' serve on ships as do other warriors, but only in medical or scientific posts. They are under the authority of the commander of their ship, but all points accrued by them in service are forwarded to the head of the order. The order is responsible for promoting them and keeping track of their achievements. The Ra' have their own rank system, which is similar in structure to the military rank system in that the points required for each promotion correspond to their military counterpart. Borethngan Ra' may be of any rank and still serve on any ship. Ship commanders and flag rank officers may recommend the Ra' for awards and medals as they would anyone under their command. Borethngan Ra' may be awarded honorifics. The members of the order are subject to the wishes of the High Council, as are any other fleet members.
Fleet members may choose to become members of the Borethngan Ra' rather than being commissioned as Ensigns. In addition, any Fleet officer may become a member of the Ra' if he/she so wishes. An individual may not become a member of the Ra' until he has proved him/herself as a warrior and is ready to be commissioned (and therefore also has a uniform).
KLINGON WEAPONS
Klingons generally always carry weapons of some type. As we have encountered many various races in the universe, and since we were once allied to the Federation, weapon types vary a great deal. A warrior may carry phasers, disruptors, knives, etc. Klingons prefer their own weapons but many warriors have developed a fondness for captured or Federation weapons. The choice of weapons is up to the individual. Large weapons such as swords or pole type weapons are not generally carried but are usually displayed somewhere as honor weapons.
WEAPONS POLICY
When attending conventions or fan related events, the weapons policy of the hosting organization shall prevail. Metal weapons should normally not be worn at any hospital or school events. If in doubt, check with your chapter commander. Unless specifically authorized by your Commanding Officer, no one under the age of 18 shall be allowed to carry metal edged weapons. In NO EVENT shall anyone under the age of 16 be allowed to carry metal edged weapons. When exposing a weapon for photographic purposes, always be aware of safety issues. NEVER perform an action with an exposed weapon that could be misconstrued as an attack or threat! FAILURE TO COMPLY WITH THIS POLICY SHALL RESULT IN DISCIPLINARY ACTION. Remember, in most situations you will be seen as a representative of the fleet, and everything you do should reflect what you want other people to think of the fleet as a whole.
KLINGONS
The Klingon empire as we know it today has been over the years both ally and enemy of the United Federation of Planets and the Romulan Empire. There have been many campaigns on many worlds and as a result, there are hybrid Klingons. These individuals are the result of mating between Klingons and other races (mostly Humans). In every case hybrid Klingons still have ridges on their Quch. Klingon - Human hybrids may be of smaller size and usually have subdued Quch ridges. They look more like the Klingons from the original
STAR TREK series. There are rumored to be hybrid Romulan - Klingons, from the time when we were allied with the Romulans. These Klingons have ridges on the Quch, plus the addition of the characteristic pointed ears and pointed eyebrows. They are widely regarded to be an abomination now.
KLINGON HOMEWORLD
The Klingon home world is located in the center of a star system. It is the second planet in the system and it orbits a large red star. The planet has only one large land mass, with the rest being ocean. The planet is named "Qo'noS", or alternatively "tlhinganHai" (in the old tongue) and it is an old world that has very limited resources. The planet has a single moon "praqIs" (Praxis). Praxis was the major source for metal ores and dilithium. When the moon exploded the axis of the planet shifted. The explosion of the moon caused atmospheric deterioration. This, combined with the axis shift, has produced extreme temperature ranges as well as constant severe storms which constantly batter the surface. There are few pollutants and virtually everything is recycled due the limitations of our resources.
Qo'noS is the center of Klingon government and the location of the Imperial Council. The architecture of the home world is simple, with buildings being constructed of stone in basic pyramid shapes. The original buildings were expanded by the additions of tunnels and archways. Warrior buildings are basic solid structures, being easily defended and secure. The civilian population lives in a less austere environment with greater attention to comfort and aesthetic appearances.
There is an excellent modern (post warp drive) history of the Klingon Empire at http://www.klingon.org/database/history.html
KLINGON GOVERNMENT
The Klingon Empire is governed by the Klingon High Council which consists of about two dozen members from the most honorable Major Houses, meeting in the Great Hall in their capital veng wa'DIch ("The First City"). The Leader of the Council is referred to as the Chancellor, who is, at the same time, head of government. At the moment, this office is held by Martok, the successor of Gowron. Since 2369, there is also an Emperor, an office that has not been filled for centuries: the clone of Kahless the Unforgettable . He has practically no political power, however, he serves as an important religious and ceremonial leader in Klingon society.
KLINGON SOCIETY
Klingon society functions through a system of family reputation and honor. Tradition is an integral part of their lives and breaking from observances is considered a grievious insult to society that is not forgotten easily: bringing shame to the offender's name for several generations.
Klingon society is hierarchically organized. Status is generally a matter of descent and relations, although it can occasionally be earned or improved through notable battles or victories. Higher classes consist of the Major Houses or family lines, most of whom are quite wealthy and own vast lands guarded by armed forces that are loyal to their house. Others have less influence and often enter into an alliance with the more powerful houses to be able to survive; they are often referred to as Minor Houses.
Bloodlines and relations are also taken very seriously by any true Klingon. Lines comprise of more than mere family members. It is more like a network of mutual obligations and defense agreements. Deeds done beyond living memory can indebt one family to another for generations, such is their emphasis on repaying debts. In this way, there comes a time when the line is too massive to maintain, and some line-founders must split off to form a new name. For a Klingon to join a family, it must be done according to the rite of R'uustal, after approval by the matriarch or patriarch of the family house.
Each House is usually led by the eldest male descendant of the first head of the house, however there is a growing acceptance of the oldest daughter becoming head of House under certain circumstances. Although lower-class Klingons do not necessarily consider themselves members of a House, they have normally pledged allegiance to a particular House. They usually work as servants or belong to the House's armed forces. If a Klingon behaves dishonorably, his shame reflects on the whole House.
Rites of passage and tests of warrior skill are revered signposts of Klingon maturity, often involving to-the-death combat with primitive blade and blunt weaponry. While our technological level has long since evolved toward more efficient weapon and combat systems, most "disagreements" between Klingons are still settled using the ancient hand-to-hand methods.
Duty, honor and loyalty are of the highest regard in Klingon society. Klingons live for service to the Empire. A warrior will die in battle if it will bring success to the Empire and honor to his or her own line. A Klingon will not throw his life away; we desire to live as do all intelligent beings..
PERSONAL NAMES
Most Klingons are known by their first name. It is preferred that your first name be unique. Klingon names can be varied; popular first letters for Klingon names are q, Q, b, t. Any letter may be used; it is a personal choice. Try to avoid a name someone else has already chosen. You don't want to be associated with someone else's mistakes or have someone else take credit for your successes.
Choose a name with no more than three syllables, and which can easily be shouted across a room. It is best if it is one which is easily remembered. Last names, sometimes referred to as line or ancestral names, are very important. A warrior is responsible for his family's honor for seven generations. You may establish your own line name, or you may ask to join an existing line.Examples of first names currently in use in the fleet:
buraD qIlor qItaH
QItan HeSwI' SaroH'
qang mara hung
jaHrI' Pe'Hugh 'IHbe'
neamaHt qolgar nagh
jatyIn Qor'etlh pIn'a'
Examples of Line/House names in use in the fleet:
toS buraD qIlor
SuvwI'vaj torg maw'wI'
septaH weh'leyr paHDu’
You may also wish to establish a lineage, a personal history. It is recommended that you do not use characters on the show as ancestors. In addition, it is best to remember that fictional backstories or histories can be fun, but people will remember you for who you are and what you have done, not for what your persona has done in the fictional Star Trek universe.
KLINGON ALPHABETS
There are two basic alphabets in use today. The oldest one was featured on the original "
STAR TREK" series and is pictured below. Note that there are no characters for the letters C or Q. There are special characters for the sounds TH, OO and NG.A B D E F G H I J K L M N O P R
a b d e f g h i j k l m n o p r
S T U V W X Y Z C
s t u v w x y z th
1 2 3 4 5 6 7 8 9 0
1 2 3 4 5 6 7 8 9 0
KLINGON ALPHABETS
The newer alphabet is featured below. It is written in conjunction with the construction of the Klingon Dictionary by Mark Okrand. Note that there no characters for the letters C, F, G, K, X, or Z. There are special characters for the sounds CH, GH, NG and TLH.
A B C D E G H I J L M N F O P K Q R
a b ch d e gh h i j l m n ng o p q Q r
S T X U V W Y '
s t tlh u v w y '
! @ # $ % ^ & * ( )
1 2 3 4 5 6 7 8 9 0
KLINGON HANDWRITING
As you participate in activities, particularily community activities, you will probably be asked for your autograph by young people. In order to preclude personal embarassment, you must know how to write your name in Klingon. Following is a guide, thoughtfully provided by the Klingon Language Institute

:
EX-FEDERATION OFFICERS
Due to our previous alliance with the United Federation of Planets and to a desire to educate everyone in the benefits and accomplishments of Klingon society, the Imperial Klingon Battle Fleet allows Maquis, ex-Starfleet and other alien personnel to serve on Klingon vessels. Ex-Starfleet personnel may serve in many positions on Klingon vessels, except for security positions and as ship commanders on Klingon designed vessels.
ALIEN OFFICER RANK STRUCTURE
1) Crewman 2d Class: This is the entrance rank for new members. Those individuals with this rank should seek out a department on board the ship which represents a particular area of interest, and begin developing their persona and uniform.
2) Crewman 1st Class : Achieving this rank indicates participation in the activities of the ship and fleet.
3) Petty Officer: Achievement of this rank indicates continued participation in fleet/ship activities.
4) Warrant Officer: This rank represents the equivalent of a non- commissioned officer position. Achievement of this rank indicates excellent participation in ship/fleet activities. This is the highest rank for crew under the age of 15. This is the highest rank which may be attained without a service uniform.
5) Officer ranks are the same as for Klingons. Ex-Starfleet officer personnel must have a Starfleet uniform; ST original series, ST movies, or either ST:TNG, DS9 or Voyager style is appropriate.
WEAPONS
Alien personnel serving on IKBF ships are expected to carry a weapon at all times, just as Klingon warriors do. Contrary to practice on Starfleet vessels, ex-Starfleet personnel on IKBF ships may carry any type of hand weapon they feel comfortable with (Klingon, Federation, Romulan, etc.). All IKBF regulations regarding the carrying of weapons are to be followed by ex-Starfleet personnel.
ALIEN OFFICER UNIFORMS
Several different kinds of uniforms are authorized for ex-Starfleet and alien personnel.
1) ST original series uniform: In appropriate color for department. Lieutenant JG and above may wear a waist sash such as in the episode "Mirror, Mirror". Service and campaign awards and medals may be worn on the end of the sash which hangs down.
2) ST movie uniforms: Do not wear the ST: The Movie (ST I) uniform. You will be thought to be weak. The uniform from the other movies is acceptable, with appropriate trim for department as per regulation. Officers may wear the IKBF belt buckle in lieu of the Starfleet belt buckle, to differentiate themselves from other Starfleet officers. No sashes. Service awards on this uniform will be per Starfleet regulations. Campaign awards and medals may be worn on the left breast as Starfleet awards are.
3) ST:TNG, DS9 and Voyager uniforms: Either the jumpsuits or the various newer shirts and pants may be worn, in appropriate department colors. Lieutenant and above may wear a belt or sash similar to that worn in the episode "the other Enterprise", or may wear a Klingon sash if they have been awarded the privilege. Service and campaign awards and medals may be worn on the sash or belt.
4) Bajoran uniforms: Any of the Bajoran uniforms may be worn. A sash is permitted for ranks authorized to wear it.
KLINGON MEDICINE
MEDICAL PHILOSOPHY
Many people outside of the Empire seem to think that Klingon medicine is very primitive. This is not true, as evidenced by the many breakthroughs in the genetic sciences that are only now being duplicated by Federation (and Romulan) scientists. The major difference in the medical care administered by Klingon and Federation medical personnel is in the concept of triage (the judgement made by the onsite medical personnel regarding the order of treatment of severely wounded or ill patients). Whereas Federation doctors would treat severe trauma patients on a worst wounded--first treated basis, Klingon doctors use entirely different criterion in this decision. The Klingon doctor must decide whether it would be cost effective to repair an individual. If it would be less costly to let an individual die (and train a replacement), the patient is not treated. On the other hand, if a patient's knowledge and skill is termed invaluable, no cost would be spared to save the patient's life.
Klingon doctors (and patients) do not worry much about pain. This is reflected in that Klingon doctors have fewer mild anesthetics and pain killers available to them. Klingons are not, however, adverse to using heavy pain blocking drugs to block crippling pain. If a pain killer is required to place an otherwise incapacitated man back on the job, a doctor will not hesitate to use it. Likewise, Klingons do not worry as much about how a repair looks as how well it functions. Plastic surgery for cosmetic purposes is unheard of, but its use in espionage is well known. If major surgery leaves a scar, this is readily accepted. Klingons wear their scars proudly.
MEDICAL EQUIPMENT
MEDICAL POUCH
: Unlike Federation doctors, Klingon medics have only one medical pouch, containing everything the doctor is likely to need. The medical pouch contains the following: one foam dressing applicator, one vital signs reader, one organic suture, two laser scalpels (beam diameter carried varies according to the perceived needs of the medical officer), one pneumatic hypodermic, two spare pressure cylinders, and nine medicine cylinders, including light and medium sedatives, light and medium stimulants, a general purpose poison antidote, a pain blocking drug, a pain enhancing drug, a truth drug, and an endurance booster. These items will be explained in greater detail in this section. Note also that Klingons do not have any functional equivalent of the smaller Federation medical field kit. This is not to say that Federation medics are underequipped. Rather, in situations where a Federation team's medical officer would carry only the small field kit, an equivalent Klingon team would likely have no medical officer along at all!
FOAM DRESSING APPLICATOR
: This is different from the Federation Spray Dressing only in appearance. When the unit is empty, screw cap disposable refills are available.
PNEUMATIC HYPODERMIC: A flat object shaped somewhat like a bar of soap, the hypodermic has two holes at one end for the insertion of one medicine cylinder and one air cylinder. At the opposite end is a wide screen which is the injector. The large upper surface consists of a slide for selecting the dosage to be injected, a push-button to inject the medication, and a two digit LED that tells the amount of medicine remaining in the medicine cylinder. A full medicine cylinder contains 10 units of medicine each. The hypodermic can inject up to two units at a time, but is usually set for one (that being the normal dose). An air cylinder contains enough pressure to give 50 injections, after which time it must be replaced.
DRUGS: The following drugs are typically available to a Klingon doctor: Light, Medium, and Heavy Stimulants, Light, Medium, and Heavy Sedatives, Tri-ox Compound, Sterilite, Neural Paralyzer, Endurance Booster, and a number of poison antidotes. Some of these drugs are described as follows:
ENDURANCE BOOSTER: This drug enhances the endurance of the patient for one to several hours, depending on the individual. Once the drug wears off, the individual will feel weak, or may even faint if severely weakened prior to taking the drug. The drug, despite its dangerous nature, might be given to a crewman or officer who could not be spared from his position at a critical moment. It would allow the person to return to duty temporarily.
PAIN BLOCKING DRUG: This drug will block all pain from any wound for several hours. During this time, the patient will feel no pain, and will not be rendered unconsciousness. Of course, if the victim weakens too much, he will still eventually pass out. Note that a person under the influence of this drug may not notice being injured further. This drug has a side effect, reducing the alertness of the individual during its effect period, thus making it unsuitable for widespread use on combat troops. Certain berserker units of Klingon Marines are believed to use this drug on suicide missions.
PAIN ENHANCING DRUG: This drug magnifies the pain that is felt by the victim. During the time that the drug is active the victim is also more resistant to pain-induced unconsciousness.
SUGGESTABILITY DRUG: For a time period lasting several hours, the victim is very suggestable. For most individuals, unless they are extremely resistant, the victim will believe whatever he is told, depending on the plausability of the statement involved. (If the victim is told that his hand is missing when it obviously is not, he will probably not believe this statement ..unless he for some reason cannot feel or see his hand.) The drug cannot force an individual to take actions he or she would not normally take, but the person can be influenced to believe something about another individual or situation which is not true, which may precipitate the desired action as if it was.
BIOSUPPORT & MONITOR SYSTEM: This device looks much like a large box with sensor cables, intravenous tubes, and one large cable running out of it. The cable is tipped with the standard data cart connector, and this requires the Biosupport & Monitor System be plugged into the data cart slot on the Portable Computing Recorder (see the EQUIPMENT section). These two units can be used to monitor vital signs and supply support suggestions. The Biosupport section also contains a large supply of drugs, which the unit can administer automatically in an emergency. (This feature can be overridden by the operator at any stage.) This device has several uses, from the support of massive-trauma patients to the support of prisoners undergoing traumatic torture.

LASER SCALPELS
: The laser scalpel is long and pencil-shaped, with a rechargable power supply plugging in the end. (A full charge will last about three hours of continuous use. ) There are seven beam diameters available: OO0, OO, 0, 1, 2, 3, and 5.DIAGNOSTIC / SUPPORT TABLE & PANELS: These are similar in many respects to the Federation versions, the basic differences being that the display is totally programmable (unlike the vertical slide scales of the Federation panel). The side panels not only provide a means of programming and/or retrieving medical data into the system, but also provide a large supply of drugs for the maintenance of the patient. These tables are also found in the operating room. In addition to the tables (and mounted to the wall between the tables) are surgical benches. These also contain a data retrieval system, and have two instrument trays that swing out for use. These instrument trays include both modern instruments and emergency backups (bladed scalpels, etc.)
VITAL SIGNS READER: The Vital Signs Reader is a hexagonal shaped object about 20 millimeters across and 12 millimeters thick. On the top surface it has a two digit LED and two control buttons. On the bottom surface is a sensor pad, and on one of the six sides is a recharge socket similar to that on the Laser Scalpel. A full charge on the Vital Signs Reader lasts about 10 hours. The Vital Signs Reader is not quite as handy to use as the Federation Medical Feinberger. It must be pressed, sensor pad down, against the skin of the patient, and then one or both of the buttons pressed. Pressing the left button reads out the heart rate of the patient, while pressing the right button gives the patient's respiration rate. Pressing both buttons at the same time will give the patient's blood pressure. The device requires a small amount of time before it will give the readout requested. During this time it must remain pressed against the skin of the patient. Anyone may use the device if they know which button (or buttons) to press.

ORGANIC SUTURE
: Unlike the Federation Protoplaser, the Klingons use an Organic Suture to close wounds. This device extrudes a very fine organic fiber, which is then literally knitted into the wound by the two small arms (somewhat as a spider spins a web) to seal the wound. In the back is a small fluid reservoir that holds enough fluid to last about thirty minutes of continuous use.
AGONIZER: The Klingon agonizer is carried by most top-rank officers aboard ship, most notably the Captain, First Officer, Security Officer, Medical Officer and Marine Officer. The short cylindrical device has a contact grid on one end, a finger-grip groove on the bottom, and a thumbslide on top which controls the intensity. Several other models of agonizer exist; they all have similar functions and variable intensity. The model shown at top is the Medical Agonizer, the one below is the Type 1 Standard Agonizer.
The medical agonizer is usually applied to the left shoulder to work properly. (The left chest position is preferred, or upper chest, and can make contact through normal light clothing. Sliding the thumbslide forward produces anything from mild discomfort to crippling pain to unbearable agony at the user's desire. The pain produced is not localized in the contact area, except at lower power settings.) It is mostly used for discipline and torture. In cases where an individual must be kept awake for a particular reason, and drugs are not available, the agonizer is commonly used. This may be for medical reasons, or for tactical situations.
There are rumors that certain cultures, perhaps even the Federation, have developed drugs which mask the agonizer effect. Such drugs would undoubtedly have side effects and would only be available to undercover agents and other critical personnel trained to use them only in emergency. Such drugs are known to exist within the Empire, but are highly illegal to produce, sell, use or possess.