Last Alliance

PK Rules













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PK Trip Rules

Table of Contents

I. Introduction
II. Equipment
III. Rules
IIII. Formations
IIIII. Hold Your Own

I. Introduction

I have made this Rules page due to the fact, our PK trips have gone un-organized on some ocasions. Hopefully a "Rule Book" or "Guideline" of our PK Trips will help make pking less stresfull.

II. Equipment

Melee: Requirment - none

+ Basic Armour (Helm, Weapon, Chest, Legs, Kite (Excluded if using a two handed weapon)

+ Green Dragonhide Chest (Optional if you want extra defence against mages, but you must have some type of Rune chest item in your inventory)

+ Any Amulet (Excluding Magic Amulet)
+ Boots and Gloves (Leather or P2p)
+ Yellow Cape (It will help to have our allie capes in ur bank as well)

Mage: Requirment - 60+ Magic

+ 100-200 Fire Blast Shots
+ 20-50 Binding Spells (Optional in wars)

+ Standard Mage Outfit (Blue Mage Top, Blue Mage Hat, Elemental Staff, and Prayer Bottom)

+ Dragon Fire Shield (Optional, extra weight cuts energy)

+ Leather Boots and Gloves (Or P2p)
+ Yellow Cape (It will help to have our allie capes in ur bank as well)

Ranger: Requirment - 70+ Range (Higher Requirment Due To Ill Effectiveness In F2p)

+ 100-200 Adamant/Mithril Arrows
+ Maple Short/Longbow
+ Full Dragonhide (Chest, Chaps, Vampbraces)
+ Leather Boots (Also adds a bit of Range +)
+ Yellow Cape (It will help to have our allie capes in ur bank as well)

III. Rules

1. Teleport Runes - Teleport runes are allowed but not encourged. Theres a reason runescape made it so you can teleport up to 20 wild so why fight it?. Also there is no honnor during pks but during wars there will be no teleport runes alloud.

2. Sharing - Sharing of a kill is allowed, you will be given 30-50 seconds to pick up and spread out the loot of a kill. Please do not hold up the entire PK trip as you share a kill, if time elapsed before you can give out items, do so in varrock when we bank. Shareing is not OPTIONAL its a must. Person who gets the drop chooses who he wants to share with so there no point in begging. If any clan member trades with you and you dident trade first your not ALLOUD to give them anything.

3. Switching - Do not call out a world to switch to as a leader is thinking of a world. Many times a member may switch to the world someone has called, thus delaying the PK trip for some time. ONLY the leader of a PK trip can call out the world.

4. Switching (Part II) - When logged in, do not message or move at all. Wait for the leader to call everyone to fall in.

5. Level 35. f there is a big fighting going on do not chase past level 35 wild but head back to the main fight and let the person go.

6. Calling - Only leaders (That are appointed by leaders) are allowed to call out a name. Five people calling out different names becomes difficult to follow and breaks up the group easily. It is ok and encourge to call out the same mames that the leader has just called. Almost all calls will be given on team speak so get it!

7. Fun - It is only rune, do not get angry at each other over a lost kill. Refrain from trash talking/name calling to other members.

8. Flaming - Do not flame other clans at Edgeville or Varricj after a loss/win. We don't want people thinking we are cocky and think we are the best cause of one win.

9. Logging - Logging during a PK trip (For the use of escaping a fight) is not allowed. Logging is often thought of as "noobish" and we will fight togather even if it will be to the end.

IIII. Formations

DD (Death Dot) - A single dot is made up by all members of the PK trip. Simply on the mini-map to enter the DD. This formation hides mages (Making them more difficult to take out) and also keeps the clan together, somewhat.

DW (Death Walk) Everyone dis-continues from following the PK Trip leader and starts to walk to the designated location the leader states bunched togather. Do not run until you see a white dot and run toward the location. This shows a mass of members and also hides the leaders of the clan as well. A problem, without the leaders in the front, confusion strikes the group and many members run off toward individual targets so get team speak and you will know instintly who to attack.

IIIII. Hold You Own

Smack the enemy a few times before you die or run. We don't want half the clan running as soon as we run into a larger/more powerful clan some times it only looks that why and the outcome can be suprising. Stand your ground and put up a fight.
















Most of these rules where taken from another clan cause im to lazy to type and he hit some good points

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