NeonChrome
Six distinct cyberware cards with original art: reload overclock, parry charge, repair reserves, aerial fire, ricochet recharge and capacitor shots.
About this mod Author’s original text
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
- In Steam, choose ROUNDS > Properties > Betas > old-rounds-for-mods — Old ROUNDS for mods.
- Select a ROUNDS profile Mod Manager or r2modman and install NeonChrome, including its dependencies.
- 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.
- 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
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: