Last DayzSurvivor group, campaign and battle tracker

A fan-made companion for Last Days: Zombie Apocalypse and Last Days: Seasons by Ash Barker, published by Osprey Games. Stats and tables are for reference; rules are summarised with page numbers, so you need the books to play.

Field Manual

Everything in Last Days: Zombie Apocalypse and Seasons the tracker uses. Stats and costs are as printed; rules are summarised with page numbers (LD = core rulebook, S = Seasons).

Leaders

The Everyday Hero12 SP
SelflessLD p.16
AP6
CQC4
FA3
S3
E3
DC3
C4
I3

An ordinary person of unusual character who took charge and will do whatever it takes to keep the group safe.

Skills: Leader, Firearms, CQC, Academic. Group: None.

The Merciless Thug15 SP
SelfishLD p.17
AP6
CQC4
FA3
S4
E3
DC3
C3
I3

The toughest, most brutal member of the group. Rules with an iron fist and spends lives to save his own.

Skills: Leader, Firearms, CQC, Athletic. Group: Neutral characters may make up 75% of the group, but no Good Samaritan, Cop, SWAT or Kid may be hired.

The Professional18 SP
TrainedLD p.17
AP6
CQC4
FA4
S3
E3
DC3
C4
I3

Respected, trained, attached to the old world. Keeps an elite group together but finds it hard to adapt.

Skills: Leader, Firearms, CQC, Athletic, Academic. Group: The group may only use equipment marked ‘*’. Unmarked gear found later goes to the stash. In return, ‘*’ weapons count as common (no rarity limit) when recruiting.

Characters

TypeKeywordSPAP CQC FA S E DC C IStarts withSkill typesBook
Cop
Police, sheriffs or private security who respect the leader's decisions.
Trained96 3 4 3 3 3 3 3–Firearms, AcademicLD p.21
Crony
Sells the leader's invincible image and is fiercely protected for it.
Selfish35 2 2 3 3 3 2 2inspirational presenceAcademicLD p.21
Dog
So long as you feed him, he won't stop following you.
Neutral98 4 0 3 3 3 4 1noisy 1, crowd control, animalNoneLD p.21
Firefighter
Used to danger, kicking in doors and hauling supplies home.
Selfless128 3 3 3 3 3 4 3heavy lifter, entry manCQC, AthleticLD p.22
Gang Member
Their own survival matters more than whatever morals they had.
Selfish66 3 3 3 3 3 2 2–CQC, FirearmsLD p.22
Good Samaritan
Puts others first and helps when things start to go wrong.
Selfless96 3 3 3 3 3 3 3inspirational presenceCQC, AcademicLD p.22
Goon
Not smart, but tough as hell and loyal for a cut of the loot.
Selfish95 4 3 3 4 3 2 2–CQC, AthleticLD p.23
Kid
Smart, lucky, and nobody wants to see him hurt.
Neutral36 2 0 2 2 2 3 3inspirational presencepick 1LD p.23
Rescue Worker
Paramedic, nurse or lifeguard: patches you up with whatever is handy.
Selfless96 3 3 3 3 3 3 3first aid trainingAcademic, AthleticLD p.23
Sarge
Second in command: the heart of the group where the leader is the brains.
Trained216 4 4 3 4 3 4 3tactical acumenAthletic, CQC, Firearms, LeaderLD p.23
Soldier
Saw too much as the world fell. That thousand-yard stare.
Trained126 3 4 3 3 3 4 3–Athletic, CQC, Firearms, AcademicLD p.24
Survivalist
Edgy, always cleaning his guns, and knows every stash of canned goods left.
Selfish186 4 3 3 3 3 3 3scavenger, gunsmithCQC, FirearmsLD p.24
Survivor
Truck drivers, video-store clerks, stockbrokers: all equal now.
Neutral66 3 3 3 3 3 3 3–pick 2LD p.24
SWAT
Trained for anything regular police couldn't handle, except the dead.
Trained126 4 4 3 3 3 3 3entry manAthletic, CQC, Firearms, AcademicLD p.24
Tough Guy
Football stars, bouncers, maybe dealers. Handy when a corpse wants your leg.
Neutral96 4 3 3 3 3 3 3–Athletic + pick 1LD p.24
Builder
Knows tools and materials; his work stands up to the dead.
Trained126 3 3 3 3 3 3 4engineerAcademic, AthleticS p.58
Burglar
Knows what's valuable and how to get away with it.
Selfish127 3 3 3 3 3 3 3scavengerAthleticS p.58
Farmer
Can still grow food from the earth: valuable beyond measure.
Selfless126 3 3 3 3 3 3 3agriculturalist, heavy lifterAcademic, AthleticS p.59
Horse
Mobility and hauling, at a terrific cost to keep. 0-2 per Stable.
Neutral158 2 0 4 4 4 4 1animal, mount, beast of burden, tirelessNoneS p.59
Outdoorsman
Snares, ice-fishing, hunting: food all year round.
Neutral126 3 3 3 3 3 3 3hunterFirearms, AcademicS p.59

Recruiting (LD p.20)

  • 100 Scavenge Points, Leader included. Unspent points are banked.
  • Any number with the Leader's keyword; up to 50% Neutral; at most 25% with another keyword.
  • Everyone starts with a weapon; nobody carries more than two firearms and two CQC weapons.
  • Rarity caps how many of a weapon can be bought for recruits. Under a Trained leader, ‘*’ items are common, and only ‘*’ items may be used.
  • The refuge's Maximum Group Size caps the group.

The Zombie

AP5
CQC2
FA0
S3
E0
DC1
H3
I0

E is ‘*’: shoot them in the head. Zombies move only in the Menace Phase, toward the nearest survivor they can see, else the nearest noise (LD p.60).