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 Heat D6 Required Escalation Result 0 – 7 Heat — Safe (No acceleration) 8 – 9 Heat 5+ Doom Tracker +1 10 – 11 Heat 4+ Doom Tracker +1 12 – 14 Heat 3+ Doom Tracker +1 15 Heat (Max) Automatic Doom 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
| Cost | Action | Rules Effect |
|---|---|---|
| 1 | Sudden Lunge | Move 1 Shambler up to 3" towards nearest visible survivor. |
| 2 | Spawn Shambler | Place 1 Shambler at designated Spawn Point. |
| 3 | Reanimate | Return 1 slain Shambler to board with 1 Wound at Spawn Point. |
| 4 | Thematic Event | Trigger minor environmental effect / hazard. |
| 5 | Spawn Horde | Place 4-model Horde tray at board edge Spawn Point. |
| 7 | Spawn Special | Place Screamer, Brute, Hunter, or Bloater at Spawn Point. |
| 10 | All Hell Breaks Loose | All 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
| Type | M | F | WND | Behavior & Special Trait |
|---|---|---|---|---|
| Shambler | 4" | 2 | 1 | Relentless pursuit. Basic infected. |
| Horde Tray | 3" | 4* | 4* | *F and WND equal models on tray (4 to 1). |
| Screamer | 4" | 2 | 1 | Piercing Shriek: +3 Heat at start of phase. |
| Brute | 4" | 4 | 3 | Armor 1 (ignores first wound). Pushes through models. |
| Hunter | 6" | 3 | 2 | Fast stalker. Ambush: +3" lunge from cover. |
| Bloater | 3" | 1 | 3 | Explosive Demise: 3" blast on death (Guts 4+ or 2 WND). |
Standard Weapons & Tactical Noise Table
| Weapon | Range | Dice Pool | Shots | Heat | Traits & Tactical Notes |
|---|---|---|---|---|---|
| Service Pistol | 12" | 3 Dice | 6 | +2 | Reliable sidearm; common standard issue. |
| Suppressed Pistol | 12" | 3 Dice | 5 | +0 | Silent! Does not generate weapon noise. |
| Pump Shotgun | 12" | 5 Dice | 2 | +2 | Devastating at close range; clears choke points. |
| Hunting Rifle | 24" | 4 Dice | 4 | +2 | Extreme range precision; ideal for snipers. |
| Submachine Gun (SMG) | 12" | 5 Dice | 3 | +3 | Rapid automatic fire; high noise footprint. |
| Police Baton / Nightstick | Melee | Fight +1 | ∞ | +1 | Stun/Push: On hit, may push target 2" away. |
| Firefighter Axe | Melee | Fight +2 | ∞ | +1 | Cleave: Slaying Shambler deals 1 Wound to adjacent zombie. |
| Combat Knife | Melee | Fight +0 | ∞ | +0 | Silent (+0 Heat); Agile: Re-roll 1 failed melee die per round. |
| Frag Grenade | 8" (Thrown) | 3" Blast | 1 | +4 | Explosive: All models in 3" take 3 Wounds. Volatile! |
| Molotov Cocktail | 8" (Thrown) | 2" Fire | 1 | +3 | Burning: Models entering take 1 Wound. Illuminates zone. |