Triad Protocol
Any existing strike; showcase code built on The Insight Terminus (Nessus) · Fireteam of 3 · About 20 min
Three roles, one rule code. The Anchor tanks, the Warden heals and revives, the Lancer kills, and the code locks each Guardian's stats and loadout to the job. Hold formation and a routine strike becomes a coordination game.
Mechanics
- 01Role locks: Anchor has 2x health but 40% weapon damage; Warden has 0.4x ability cooldowns and is the only one who can revive; Lancer deals 150% weapon damage with no grenade, no melee and half health.
- 02Formation: any Guardian more than 25 m from the Anchor takes double incoming damage. The Anchor's whole job is to be where the fight is and to be seen doing it.
- 03Fail states: a dead Warden cannot be revived, so the team has 30 s to finish the fight or wipe. A dead Anchor doubles damage on everyone until revived. Three wipes ends the run.
Phases
- 1
Assign
In orbit each player picks a role. The code refuses to launch with a duplicate or missing role, and each HUD shows that role's rules.
- 2
Approach
Opening fights teach formation. Adds are tuned up 30%, so a Lancer who wanders is dead and an Anchor who hides gets the team killed.
- 3
Champions
Mid-strike Champions are injected: Unstoppable for the Anchor to hold, Overload for the Lancer to burn, with the Warden keeping both up.
- 4
Boss
The strike's own boss with no stagger and +50% health. Only the Lancer's damage is meaningful, so the fight is about keeping one Guardian alive.
- 5
Ledger
Completion posts time and deaths to the code's board, tagged by role, so the community can compare Anchors to Anchors.
Why it works in Destiny
Rule codes already exist in spirit as Nightfall modifiers; this just ties per-player stat multipliers and loadout locks into one shareable preset. It works in any strike, so it needs no new space, and it turns a routine playlist run into something you have to talk through. Clans already play tank and healer in raids, so the fantasy has a proven audience.