ROUNDS
Install with App

Details

Latest version
1.0.1
Last Updated
First Uploaded
Downloads
380
Likes
0
Size
141KB
Dependants

Neon Chrome

Six Cyberpunk-inspired cyberware cards for ROUNDS — old-rounds-for-mods. Each has a distinct mechanic, concise in-game text, and original neon artwork inside the normal ROUNDS card frame.

The cards

Card Rarity Signature mechanic Cost
Sandevistan Uncommon Completing a reload grants 1.5s of +35% movement and +30% fire rate. Reloads refresh the surge. -15% health
Kerenzikov Uncommon Parrying an enemy projectile charges your next bullet: +40% damage, +50% speed. One charge, expiring after 4s. +0.25s block cooldown
Subdermal Armour Common Banks 20% of health lost, capped at 10% max HP; the next manual block spends that reserve to heal. Also +30% max HP. -10% movement
Reinforced Tendons Common +1 jump; airborne shots gain +30% speed and +50% knockback. Wall-grabbing is excluded. -15% damage
Ballistic Coprocessor Rare +1 bounce; each projectile's first terrain ricochet advances your block recharge by 0.5s. -20% damage; +0.25s reload time
Tech Capacitor Uncommon The last round in the magazine deals +60% damage and travels +80% faster. -1 ammo; +0.25s reload time

These are adaptations of cyberware into ROUNDS mechanics. Sandevistan does not slow global time. Armour does not grant invulnerability, Tendons does not grant flight, Coprocessor does not aim your bullets, and Capacitor does not grant wall penetration.

Stacking and interactions

  • Sandevistan: each extra copy adds 0.5s to the surge, up to 3.5s; the movement and firing bonuses stay fixed. Health penalties multiply.
  • Kerenzikov: each extra copy adds 10 percentage points to charged damage, up to +80%; charged speed stays +50%. Capacity remains one projectile. Self/team projectiles cannot charge it.
  • Subdermal Armour: extra copies add 5 percentage points to the bank rate (maximum 40%) and 2.5 points to its max-health cap (maximum 25%). Health bonuses and movement penalties multiply. Echo/automatic effect blocks cannot cash the reserve. Reserves clear on death and between combat phases.
  • Reinforced Tendons: extra copies add jumps and compound the damage penalty; the airborne projectile bonuses stay fixed. The bonus starts after 0.1s away from the ground.
  • Ballistic Coprocessor: each extra copy adds a bounce and 0.1s of recharge feedback, capped at 1s per projectile. Each projectile can pay out once. Fully charged shields do not bank extra recharge.
  • Tech Capacitor: extra copies add 15 percentage points to final-round damage, capped at +120%; speed remains +80%. Each copy removes one ammo, respecting the game's minimum of one.

Conditional bonuses can combine. Kerenzikov buffs one projectile, not a whole shotgun volley. Capacitor checks the actual ammo count before each projectile consumes ammo; burst/multishot weapons follow that native sequence. Native health/body-size behaviour remains in effect.

Installation

  1. In Steam, choose ROUNDS > Properties > Betas > old-rounds-for-mods — Old ROUNDS for mods.
  2. Select a ROUNDS profile in Thunderstore Mod Manager or r2modman and install NeonChrome, including its dependencies.
  3. For an offline/local ZIP instead, install the three dependencies in manifest.json and use Import local mod. Alternatively copy plugins/NeonChrome/NeonChrome.dll from the ZIP to the profile's BepInEx/plugins/NeonChrome/NeonChrome.dll.
  4. Use Start modded. The BepInEx log should contain six Registered __NeonChrome__... entries.

Multiplayer

All players need the same game branch, Neon Chrome DLL, dependency versions and compatible mod list. Share the profile and send this ZIP separately for local installations. A vanilla client cannot resolve the new cards.

This pack adds six cards to the existing draft pool. It does not patch or replace game modes, scoring, maps, controls, lobbies, or vanilla cards. Draft probabilities naturally change when cards are added. BepInEx and UnboundLib apply their own framework patches.

Conditional projectile bonuses are decided by the firing owner and sent through the game's existing per-projectile custom-action RPC. Armour repair and ricochet recharge use named, owner-checked Photon RPCs on the card owner's component. A scoped Harmony patch fixes airborne jump consumption only for Tendons holders; no time-scale changes are added. This reduces coupling to the base game, but does not substitute for testing a real Steam match.

1.0.1: fixes unlimited airborne jumps from Reinforced Tendons. 564 local runtime checks pass. Players reported successful live play on 1.0.0 apart from this bug; the 1.0.1 fix still needs a live multiplayer retest. See VALIDATION.md and ONLINE-TEST.md.

Removing the mod

Close ROUNDS and disable/uninstall the local package in your manager. For a manual install, remove only BepInEx/plugins/NeonChrome/NeonChrome.dll. Restart afterwards. Use UnboundLib's card toggle menu between matches to disable the group without uninstalling it.

Credits

Unofficial fan-made Cyberpunk-inspired content. The named cyberware belongs to its respective owners; ROUNDS belongs to Landfall. All included icon artwork and plugin code were created for this pack. No commercial game art or game assemblies are redistributed.

Built using UnboundLib, BepInEx, and ROUNDS' existing Unity/Photon systems.

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.