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Destiny 2: All Subclasses and Aspects

113 cards: three classes, fifteen subclasses, sixty aspects, fifteen exotic armor pieces and twenty fragments. Requires ROUNDS’ old-rounds-for-mods branch and the four support mods listed in the manifest.

The opening draft offers exactly Hunter / Warlock / Titan. Choose one class and one matching subclass for the match. Later turns use the normal five-card draft, retain vanilla cards and randomly offer your five matching subclasses, then your chosen subclass’s four aspects, four fragments and matching exotic. Every Destiny card is Common and can be acquired once. Multiple different aspects combine; there is no two-aspect slot limit. Prismatic and Supers are excluded.

Controls

Normal gun, movement, jump and block controls stay in use. Aspect cards describe their inputs; the small build panel shows cooldowns, charge counts and special inputs.

  • Block: most active aspects. Each keeps its own cooldown, separate from native block recovery.

  • Air block: grapple, Icarus Dash, Ascension or Weavewalk, when owned.

  • Crouch + air block: Shatterdive, Trapper’s Ambush or Ensnaring Slam. Slam takes priority over grapple.

  • Crouch + block: Tempest Strike, Consecration, Howl of the Storm or Flechette Storm. Continue crouching for Consecration’s follow-up slam.

  • Hold block: Unbreakable guard or a readied Soul Siphon. Release to end the channel.

  • Sunbreaker: fire throws the hammer; hold fire to recall it, then release before throwing again. Return flight can pass through terrain and damage each enemy once. Walking over the hammer also retrieves it.

  • Shoot your Tangle to activate it. An opponent can destroy it harmlessly. Turrets, nests, decoys and crystals are destructible.

Classes and subclasses

Hunter gains a midair jump, Warlock heals slightly on block with an independent four-second cooldown, and Titan blocks slightly longer. Warlock’s old bonus-pick system is removed.

| Class | Solar | Arc | Void | Stasis | Strand |

|---|---|---|---|---|---|

| Hunter | Gunslinger: scorch | Arcstrider: jump resistance | Nightstalker: cloak | Revenant: close-hit slow | Threadrunner: growing resistance |

| Warlock | Dawnblade: block glide | Stormcaller: crouch slide | Voidwalker: pulling vortex | Shadebinder: block freeze | Broodweaver: grounded Threadlings |

| Titan | Sunbreaker: throwable hammer | Striker: extra jump | Sentinel: decaying overshield | Behemoth: breakable block crystal | Berserker: no base passive |

All sixty aspect descriptions and prerequisites are in ASPECTS.md. Card text deliberately omits exact tuning values.

Exotic armor and fragments

Adds fifteen curated exotic armor cards and twenty fragments. Each class/subclass combination unlocks one corresponding exotic and four fragments of its element. For example: Hunter → Revenant → Renewal Grasps and the four selected Stasis fragments. Dawnblade and Sunbreaker share Solar fragments with Gunslinger, but their exotic armor differs.

Every card uses Common rarity and ordinary random offers. None is guaranteed after the opening class draft. Equipment cannot appear before subclass selection, cannot cross class/subclass boundaries, and cannot be acquired twice. All four matching fragments can coexist with the four aspects and matching exotic; there is no additional slot system. Vanilla card availability remains unchanged.

See EQUIPMENT.md for all card descriptions. Effects are ROUNDS adaptations of Bungie's named perks. The armor cards do not require an aspect to function; some fragments reward status effects provided by your other cards. Fragment buffs do not compound on refresh. Independent cooldowns limit healing, ammunition and block refunds. Weaker Woven Mail/frost-armour buffs do not replace stronger ones.

Stun protection and limits

Freeze and suspension cannot refresh or replace each other while active. After either ends, the victim gets two seconds of shared immunity to both, regardless of which player or ability tries again. Early shattering also starts the full immunity window. Ordinary damage still works during immunity. Freeze prevents actions; suspension allows shooting and blocking. Blocking prevents new hard control.

Terrain stops normal ability projectiles, area effects, waves, dashes and pulls. The recalled Solar hammer is the explicit exception. Howl’s wave travels through its own generated ridge but stops at map terrain. Ground-seeking pets cannot fly. Cooldown and damage budgets prevent recursive summons, repeated healing and indefinite shield growth. Native block refunds do not shorten aspect cooldowns. Temporary constructs and charges clear between points.

Installation and multiplayer

Install Destiny 2: All Subclasses and Aspects by HonkMods through Thunderstore Mod Manager/r2modman for ROUNDS. The manager installs the four required dependencies. Use Steam's old-rounds-for-mods beta branch and launch Modded. Both players need the same version and build fingerprint; the lobby shows readiness before the class draft starts.

For a manually shared ZIP, import support profile code 01a0dff7-702b-60da-e48c-b3c2cd8232c8, then use Settings → Import local mod and choose HonkMods-Destiny_2_All_Subclasses_and_Aspects-0.3.0.zip. The support code contains only BepInExPack_ROUNDS 5.4.1901, UnboundLib 3.2.14, MMHook 1.0.0 and RoundsWithFriends 2.2.2. The ZIP supplies Guardian Paths itself. Keep only one enabled Guardian Paths copy. Local unpublished DLLs do not travel with a profile code.

Solo testing

Open Local → Sandbox. Add a class, its subclass, then matching aspects; invalid combinations are rejected. Begin a fresh session when changing class or subclass. Sandbox does not reproduce the competitive draft; use local Versus for that. On a shared local screen, cloak uses the translucent owner cue. Enemy-only invisibility requires separate clients.

Presentation and verification

Cards use official Bungie artwork. In-game effects and audio are original Destiny-inspired work: flame wings and knives, electrical staves and bolts, violet guards and spirals, faceted ice, braided tethers and woven decoys. No extracted Destiny audio is included. Ability sounds use the game’s SFX mixer, restrained gain and a voice limit. Change Audio / AbilityVolume in BepInEx/config/com.honkmods.rounds.guardianpaths.cfg to adjust or mute them.

Tests exercise native card registration/drafting, all aspect prerequisites and effects, terrain, ammo use, cooldowns, stun immunity, cleanup, and replication between separate Photon game processes. The test harness bypasses Steam lobby UI; a full two-machine Steam playtest and balance feedback are still valuable. The mod hooks shared drafting and combat paths rather than a single game mode. Arbitrary third-party modes may have their own incompatible mechanics.

Credits

Unofficial fan mod, not affiliated with Bungie. Destiny names and card artwork belong to Bungie. See ART-CREDITS.md, BUNGIE-SOURCES.json, ASPECT-SOURCES.json and EFFECTS-CREDITS.md and EQUIPMENT-SOURCES.json. Thanks to the BepInEx, UnboundLib, MMHook and RoundsWithFriends authors.

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