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).
| Firearm | Class | Range | Dmg | RoF | KB | Reload | Rules | Rarity | SP | Book |
|---|---|---|---|---|---|---|---|---|---|---|
| Revolver* | Pistol | 12" | 3 | 1 | 1 | 6 | – | 2 | LD p.74 | |
| Semi-Automatic* | Pistol | 12" | 3 | 2 | 1 | 10 | – | 3 | LD p.74 | |
| Magnum* | Pistol | 12" | 4 | 1 | 2 | 6 | Noisy 1 | – | 3 | LD p.74 |
| Surplus SMG | SMG | 12" | 3 | 3 | 1 | 6 | 2 | 4 | LD p.74 | |
| Military SMG* | SMG | 18" | 3 | 3 | 1 | 8 | 1 | 6 | LD p.74 | |
| Hunting Rifle | Rifle | 24" | 3 | 1 | 1 | 6 | – | 4 | LD p.74 | |
| High-powered Rifle* | Rifle | 30" | 4 | 1 | 2 | 4 | Noisy 1 | 1 | 7 | LD p.74 |
| Military Sniper Rifle* | Rifle | 30" | 4 | 1 | 2 | 6 | Noisy 1, Lobotomizer 1, Highly Specialized | – | find | LD p.74 |
| Surplus Assault Rifle | Rifle | 18" | 4 | 2 | 2 | 10 | Noisy 1 | 2 | 6 | LD p.74 |
| Military Assault Rifle* | Rifle | 24" | 4 | 3 | 2 | 12 | 1 | 8 | LD p.74 | |
| Sawn-off / Breach Loading Shotgun | Shotgun | 3/6/9" | 6/4/2 | 1 | 3/2/1 | 2 | Stepped Fire, Point Blank | – | 3 | LD p.74 |
| Pump-Action Shotgun* | Shotgun | 6/12/18" | 6/4/3 | 1 | 3/2/2 | 5 | Stepped Fire, Point Blank | – | 5 | LD p.74 |
| Combat Shotgun* | Shotgun | 6/12/18" | 6/4/4 | 2 | 3/2/3 | 5 | Stepped Fire, Point Blank | – | 12R | LD p.74 |
| Squad Automatic Weapon* | Heavy | 24" | 5 | 4 | 2 | 15 | Noisy 1, Heavy 1, Slow Loading, Highly Specialized | 1 | 10 | LD p.74 |
| Minigun* | Heavy | 18" | 5 | 6 | 1 | 20 | Noisy 2, Heavy 2, Slow Loading, Highly Specialized | – | find | LD p.74 |
| Hunting Bow | Sporting | 9/18" | 3/2 | 1 | 0 | 2 | Lobotomizer 2, Stepped Fire, Silent | – | 3 | LD p.74 |
| Hunting Crossbow | Sporting | 12/24" | 4/3 | 1 | 0 | 2 | Lobotomizer 2, Stepped Fire, Silent | 2 | 4 | LD p.74 |
| Thrown Explosive* | Explosive | 3×S | 4 | 1 | 5 | * | Explosive 3, One-Use, Thrown, Noisy 2 | – | find | LD p.74 |
| Fire Bomb | Explosive | 3×S | 3 | 1 | 1 | * | Explosive 3, One-Use, Thrown, Noisy 1, Fire | – | find | LD p.74 |
| Flare Pistol | Pistol | 12" | 0 | 1 | 1 | 1 | Incendiary Incendiary: if the Damage roll damages the target, roll again, and keep going until a roll fails or they go Out of Action. A zombie is set ablaze (+1 to its CQC Damage rolls) but takes no damage. | – | 5R | S p.36 |
| CQC weapon | CQC | S | Rules | Rarity | SP | Book |
|---|---|---|---|---|---|---|
| Chainsaw | -1 | +4 | Noisy 2, Heavy 2, Lobotomizer 2 | – | 12R | LD p.76 |
| Club* | +0 | +1 | Nightstick, ASP, bat, crowbar… | – | 2 | LD p.76 |
| Heavy Blade | +1 | +2 | Lobotomizer 1 Machete, sharpened sword… | 1 | 3 | LD p.76 |
| Heavy Club | -1 | +3 | Heavy 1, Lobotomizer 1 Fire axe, large plank… | – | 2 | LD p.76 |
| Knife* | +1 | +0 | Lobotomizer 1 | – | 2 | LD p.76 |
| Ice Axe | +0 | +1 | Lobotomizer 1 +1 to Shoot them in the Head rolls, and ignores the -1 from Freezing, Snowing or Blizzard weather. | – | find | S p.36 |
| Gear | Rules | Rarity | SP | Book |
|---|---|---|---|---|
| Assault Armour* | +2 Endurance against Ranged and CQC damage. Heavy 1. Not with other armour. | – | find | LD p.77 |
| Booze* | One-use at the start of a game: +1 CQC, E and C, -1 AP, FA and I for the game. | – | 2 | LD p.77 |
| Climbing Gear* | One-use: makes a one-level ladder for anyone (not zombies) for the rest of the game. | – | find | LD p.77 |
| Medical Supplies* | One-use: if not Out of Action at the end, move one Injury result up or down by one (can dodge Dead!). Combines with First Aid Training. | – | 2 | LD p.77 |
| Mod-Kit | One-use: converts a Hunting Rifle to a Surplus Assault Rifle or a Semi-Automatic to a Surplus SMG, at -1 Reload. | – | find | LD p.77 |
| Noisemakers | One-use: 1 AP to place a token that makes Noise/5 in the next Menace Phase. | – | find | LD p.77 |
| Reflex Sight* | On an SMG or Rifle: ignore the -1 for extra RoF shots (not with Gunfighter). | – | find | LD p.77 |
| Riot Shield* | Counts as cover against shooting when in the open; +2 CQC when defending. Heavy 1. | – | find | LD p.77 |
| Scope* | On an SMG or Rifle: Lobotomizer 1. | – | find | LD p.77 |
| Silencer* | One-use, on a Pistol, SMG or Rifle: Silent for that game. | – | find | LD p.77 |
| Tactical Vest* | +2 Endurance against Ranged damage only. Not with other armour. | – | 15R | LD p.77 |
| Cold Weather Clothing | Never suffers Cold. Only worn while Cold is managed, and kept until the season changes. | – | find | S p.31 |
| Expedition Backpack | Carries two Supply Tokens (Heavy applies to each). | – | find | S p.31 |
| Hazmat Suit | No sickness rolls from zombies or sick group members. Extremely Hot counts as Scorching Heat for the wearer. | – | find | S p.31 |
| Hydration System | Ignores Extremely Hot and Scorching Heat. | – | find | S p.31 |
| Ice Cleats | Ignores slipping in an Ice Storm. | – | find | S p.31 |
| Polarized Sunshades | Ignores the Low, Bright Sun penalty. | – | find | S p.33 |
| Snow Goggles | +6" to Line of Sight in Snowing, Blizzard and Whiteout. | – | find | S p.34 |
| Snowshoes | Moves normally when Snowing or in a Blizzard. | – | find | S p.34 |
| Kerosene Heater | Kept by the group: once when heating, 1 Fuel warms two rooms instead of one. | – | find | S p.31 |
| Vehicle | Rules | Rarity | SP | Book |
|---|---|---|---|---|
| Bicycle | Deployed like a character; the rider Peddles (1 AP: turn 90°, 2" straight). Pistols only, defends only in CQC. Spring, Summer and Fall. | – | 10R | S p.30 |
| Motorcycle | Noisy 3 Costs 1 Fuel to deploy; 3 Noise each Menace Phase. Driver + passenger; Drive (1 AP: turn 90°, 3"). Hits: Strength/8 or 1 damage; zombies Knockback 5. Spring, Summer and Fall. | – | 20R | S p.32 |
| Snowmobile | Noisy 3 Winter only. Costs 1 Fuel to deploy; 3 Noise each Menace Phase. Drive (1 AP: turn 45°, 3"), ignores winter movement effects. | – | find | S p.34 |
‘*’ marks equipment a Professional allows. “find” items only come from the Supply tables; “R” prices are Seasons Rare Equipment a Leader may buy when the group is founded.
Attributes
- Animal S p.55
- Only takes actions marked (*), never earns Experience, never leads, and can't carry equipment unless the item says so.
- Noisy 1 LD p.71
- Makes 1 Noise token at the start of its activation.
- Mount S p.55
- Can be ridden (Ride: 1 AP for 2" open or 1" difficult). Can't enter structures. Unridden it runs for the nearest edge unless a friend is in contact. Injuries: D6, 1-2 dead, else recovers.
- Beast of Burden S p.55
- A character can Interact to load or unload Supply, Food or Fuel tokens on it.
- Explosive X LD p.70
- On a hit, Damage rolls against every model within X" of the target, friends included, unless solid scenery blocks.
- Fire LD p.70
- May target a point on the ground (Firearms/7). The fire token burns until the End Phase of the next turn, hitting anything that starts its activation in range or enters it.
- Heavy X LD p.71
- -X Action Points at the start of each Action Phase while carried (applied before Run distance).
- Highly Specialized LD p.71
- Only someone with the Gunsmith skill (any class) can use it.
- Lobotomizer X LD p.71
- Adds up to X to Shoot them in the Head! rolls.
- Noisy X LD p.71
- +X Noise tokens each time it is used (each time it fires, not per RoF).
- One-Use LD p.71
- Used once, then struck from the roster.
- Point Blank LD p.71
- +2 Firearms against targets within 3".
- Silent LD p.71
- Makes no Noise tokens.
- Slow Loading LD p.71
- Reloading costs 1 more AP (usually 3).
- Stepped Fire LD p.71
- Range bands: use the Damage and Knockback for the band the target is in.
- Thrown LD p.71
- Range is three times the thrower's Strength.
- Shoot them in the head! LD p.60
- No Damage roll: on a D6 of 5-6 the brain is destroyed (1 damage). From shooting, 1-4 adds Knockback tokens equal to the weapon's Knockback.