📥 Download QRS PDF

BORROWED TIME

QUICK REFERENCE SHEET • PAGE 1: SURVIVOR PHASE & COMBAT
v0.2 Playtest Edition
Game Turn Cycle (3 Phases)
  • 1. Survivor Phase: Survivors choose activation order. Each spends 3 AP. May pass gear.
  • 2. Director Phase: Add Ambient Heat (+2/+3), check Escalation, spend Heat points, activate zombies (Feeding → Move → Attack).
  • 3. End Phase: Advance Doom Tracker +1 space. Trigger scenario events. Verify Heat reset.
Survivor Common Actions (3 AP Total)
  • Move (1 AP): Move up to Move (M) stat in inches. Difficult terrain costs 2" per 1" moved.
  • Disengage (1 AP): Break melee, move up to half M. Engaged zombies get Parting Swipe (1D6 each, 5+ deals 1 Wound).
  • Attack (1 AP): Make 1 Fight melee attack (opposed) or 1 Shoot ranged attack.
  • Aim (1 AP): Next Shoot attack this turn gains +1 die and ignores Light Cover.
  • Interact (1 AP): Open/close doors, pick up objective items, repair or jury-rig.
  • Hunker Down (1 AP): Behind cover, impose additional -1 to hit penalty on ranged attackers.
Hand-Off & Trade
  • Quick Hand-Off (0 AP): Strictly 1 item per character per turn in base contact (give OR take). Free!
  • Full Exchange (1 AP): Active survivor swaps any number of additional items with adjacent ally.
  • Inventory Limit: Max 3 items (+1 with Backpack). Starting weapons do not occupy item slots.
Search Action (1 AP)
  • Search Limit: Max 1 Search per survivor per turn.
  • Wits Test (Pool = W):
    • Fail (No 4+): Dust/cobwebs. Token stays.
    • Standard (4 or 5): Draw Core Scavenge card.
    • Critical (Natural 6!): Draw Specialty Deck!
  • Complications: Any 1 rolled adds +1 Heat!
  • Trouble! Cards: Resolve immediately & discard.
Reload & Ammo
  • Reload (1 AP): Mark off 1 Reload token to fully refill firearm ammo capacity to maximum.
  • No Spent Brass Scrounging: Casings are discarded in combat. Reloads and loose ammo must be scavenged.
  • Unarmed Melee: If gun empty, fight with fists (Base Fight stat, 0 dice added).
Combat Resolution & The Streamlined Swarm Attack
Opposed Melee & Range Rules:
  • Starting "To Hit": 4, 5, or 6 is always a success.
  • Minimum 1 Die Rule: Searches, Melee Defense, and Guts saves ALWAYS roll a minimum of 1 die.
  • Complications: Every '1' rolled during ANY attack roll immediately adds +1 Heat!
  • Cover Modifiers: Light Cover (-1 die) | Heavy Cover (-2 dice) | Melee Cover (+1 die to defense).
  • Melee Resolution: Attacker rolls Fight, Defender rolls Fight. Attacker deals 1 Wound per success over defender. Active model may withdraw 1".
Rule of 3 & Damage Caps:
  • Maximum Engagement (No Clown Cars): Max 3 zombies in base contact with 1 survivor (drops to 2 against a wall, 1 in doorway). Overflow zombies queue behind or peel off.
  • Combined Swarm Attack: Lead zombie rolls base Fight dice; each assisting zombie in contact adds +1 die. Single opposed roll!
  • Tiered Damage Caps:
    • Basic Undead (1 Shambler): Max 1 Wound
    • The Swarm (2–4 Shamblers): Max 2 Wounds
    • Heavy Hitter (Brute / 4-man Horde): Max 2 Wounds
    • Apex Boss (Abomination): Max 3 Wounds

BORROWED TIME

QUICK REFERENCE SHEET • PAGE 2: DIRECTOR PHASE & WEAPONS
v0.2 Playtest Edition
Director Phase Sequence & Heat
  • 1. Ambient Heat Inflow: Add scenario baseline (+2 to +3 Heat) to track. The horde never rests.
  • 2. Heat Escalation Check: Roll 1D6 against total Heat. If triggered, advance Doom Tracker +1 immediately:
    Accumulated HeatD6 RequiredEscalation Result
    0 – 7 Heat—Safe (No acceleration)
    8 – 9 Heat5+Doom Tracker +1
    10 – 11 Heat4+Doom Tracker +1
    12 – 14 Heat3+Doom Tracker +1
    15 Heat (Max)AutomaticDoom Tracker +1
  • 3. Spend Heat Points: Spend ALL Heat points from the menu below. Track resets to 0. Cannot hoard Heat!
  • 4. Activate Zombies: Feeding Frenzy → Move towards nearest visible survivor → Attack.
Director Actions Spending Menu
CostActionRules Effect
1Sudden LungeMove 1 Shambler up to 3" towards nearest visible survivor.
2Spawn ShamblerPlace 1 Shambler at designated Spawn Point.
3ReanimateReturn 1 slain Shambler to board with 1 Wound at Spawn Point.
4Thematic EventTrigger minor environmental effect / hazard.
5Spawn HordePlace 4-model Horde tray at board edge Spawn Point.
7Spawn SpecialPlace Screamer, Brute, Hunter, or Bloater at Spawn Point.
10All Hell Breaks LooseAll Hordes on table take immediate bonus move & attack.
Downed, Field Triage & Feeding Frenzy
  • Downed (0 Wounds): Model placed on side; drops carried items. Cannot activate. Rescue window is the subsequent Survivor Phase.
  • Bleed Out: Start of turn, Downed survivor rolls 1D6. On a roll of 1, survivor dies. On 2–6, clings to life.
  • Emergency Revive (1 AP): Rescuer in contact must have Medical Skill or Item. Roll Wits 4+. On success, revived to 1 Wound (2 Wounds with Medkit). Untrained ally can Drag 1/2 Move.
  • Feeding Frenzy (Director Phase): If Downed survivor is still engaged by undead:
    • 1 Undead feeding: Lethal on roll of 1 (lives on 2–6)
    • 2 Undead feeding: Lethal on roll of 1 or 2 (lives on 3–6)
    • 3+ Undead / Brute / Horde: Lethal on roll of 1, 2, or 3 (lives on 4–6)
  • Swarm Disruption: Each hit/wound scored on feeding undead during survivor phase reduces lethality threshold by -1 (down to 0)!
  • Cinematic Sacrifice: Feeding undead DO NOT move or attack anyone else this round.
Zombie Profiles & Behaviors
TypeMFWNDBehavior & Special Trait
Shambler4"21Relentless pursuit. Basic infected.
Horde Tray3"4*4**F and WND equal models on tray (4 to 1).
Screamer4"21Piercing Shriek: +3 Heat at start of phase.
Brute4"43Armor 1 (ignores first wound). Pushes through models.
Hunter6"32Fast stalker. Ambush: +3" lunge from cover.
Bloater3"13Explosive Demise: 3" blast on death (Guts 4+ or 2 WND).
Standard Weapons & Tactical Noise Table
WeaponRangeDice PoolShotsHeatTraits & Tactical Notes
Service Pistol12"3 Dice6+2Reliable sidearm; common standard issue.
Suppressed Pistol12"3 Dice5+0Silent! Does not generate weapon noise.
Pump Shotgun12"5 Dice2+2Devastating at close range; clears choke points.
Hunting Rifle24"4 Dice4+2Extreme range precision; ideal for snipers.
Submachine Gun (SMG)12"5 Dice3+3Rapid automatic fire; high noise footprint.
Police Baton / NightstickMeleeFight +1∞+1Stun/Push: On hit, may push target 2" away.
Firefighter AxeMeleeFight +2∞+1Cleave: Slaying Shambler deals 1 Wound to adjacent zombie.
Combat KnifeMeleeFight +0∞+0Silent (+0 Heat); Agile: Re-roll 1 failed melee die per round.
Frag Grenade8" (Thrown)3" Blast1+4Explosive: All models in 3" take 3 Wounds. Volatile!
Molotov Cocktail8" (Thrown)2" Fire1+3Burning: Models entering take 1 Wound. Illuminates zone.