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).

FirearmClassRangeDmgRoFKBReloadRulesRaritySPBook
Revolver*Pistol12"3116–2LD p.74
Semi-Automatic*Pistol12"32110–3LD p.74
Magnum*Pistol12"4126Noisy 1–3LD p.74
Surplus SMGSMG12"331624LD p.74
Military SMG*SMG18"331816LD p.74
Hunting RifleRifle24"3116–4LD p.74
High-powered Rifle*Rifle30"4124Noisy 117LD p.74
Military Sniper Rifle*Rifle30"4126Noisy 1, Lobotomizer 1, Highly Specialized–findLD p.74
Surplus Assault RifleRifle18"42210Noisy 126LD p.74
Military Assault Rifle*Rifle24"4321218LD p.74
Sawn-off / Breach Loading ShotgunShotgun3/6/9"6/4/213/2/12Stepped Fire, Point Blank–3LD p.74
Pump-Action Shotgun*Shotgun6/12/18"6/4/313/2/25Stepped Fire, Point Blank–5LD p.74
Combat Shotgun*Shotgun6/12/18"6/4/423/2/35Stepped Fire, Point Blank–12RLD p.74
Squad Automatic Weapon*Heavy24"54215Noisy 1, Heavy 1, Slow Loading, Highly Specialized110LD p.74
Minigun*Heavy18"56120Noisy 2, Heavy 2, Slow Loading, Highly Specialized–findLD p.74
Hunting BowSporting9/18"3/2102Lobotomizer 2, Stepped Fire, Silent–3LD p.74
Hunting CrossbowSporting12/24"4/3102Lobotomizer 2, Stepped Fire, Silent24LD p.74
Thrown Explosive*Explosive3×S415*Explosive 3, One-Use, Thrown, Noisy 2–findLD p.74
Fire BombExplosive3×S311*Explosive 3, One-Use, Thrown, Noisy 1, Fire–findLD p.74
Flare PistolPistol12"0111Incendiary 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.–5RS p.36
CQC weaponCQCSRulesRaritySPBook
Chainsaw-1+4Noisy 2, Heavy 2, Lobotomizer 2–12RLD p.76
Club*+0+1Nightstick, ASP, bat, crowbar…–2LD p.76
Heavy Blade+1+2Lobotomizer 1 Machete, sharpened sword…13LD p.76
Heavy Club-1+3Heavy 1, Lobotomizer 1 Fire axe, large plank…–2LD p.76
Knife*+1+0Lobotomizer 1–2LD p.76
Ice Axe+0+1Lobotomizer 1 +1 to Shoot them in the Head rolls, and ignores the -1 from Freezing, Snowing or Blizzard weather.–findS p.36
GearRulesRaritySPBook
Assault Armour*+2 Endurance against Ranged and CQC damage. Heavy 1. Not with other armour.–findLD p.77
Booze*One-use at the start of a game: +1 CQC, E and C, -1 AP, FA and I for the game.–2LD p.77
Climbing Gear*One-use: makes a one-level ladder for anyone (not zombies) for the rest of the game.–findLD 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.–2LD p.77
Mod-KitOne-use: converts a Hunting Rifle to a Surplus Assault Rifle or a Semi-Automatic to a Surplus SMG, at -1 Reload.–findLD p.77
NoisemakersOne-use: 1 AP to place a token that makes Noise/5 in the next Menace Phase.–findLD p.77
Reflex Sight*On an SMG or Rifle: ignore the -1 for extra RoF shots (not with Gunfighter).–findLD p.77
Riot Shield*Counts as cover against shooting when in the open; +2 CQC when defending. Heavy 1.–findLD p.77
Scope*On an SMG or Rifle: Lobotomizer 1.–findLD p.77
Silencer*One-use, on a Pistol, SMG or Rifle: Silent for that game.–findLD p.77
Tactical Vest*+2 Endurance against Ranged damage only. Not with other armour.–15RLD p.77
Cold Weather ClothingNever suffers Cold. Only worn while Cold is managed, and kept until the season changes.–findS p.31
Expedition BackpackCarries two Supply Tokens (Heavy applies to each).–findS p.31
Hazmat SuitNo sickness rolls from zombies or sick group members. Extremely Hot counts as Scorching Heat for the wearer.–findS p.31
Hydration SystemIgnores Extremely Hot and Scorching Heat.–findS p.31
Ice CleatsIgnores slipping in an Ice Storm.–findS p.31
Polarized SunshadesIgnores the Low, Bright Sun penalty.–findS p.33
Snow Goggles+6" to Line of Sight in Snowing, Blizzard and Whiteout.–findS p.34
SnowshoesMoves normally when Snowing or in a Blizzard.–findS p.34
Kerosene HeaterKept by the group: once when heating, 1 Fuel warms two rooms instead of one.–findS p.31
VehicleRulesRaritySPBook
BicycleDeployed like a character; the rider Peddles (1 AP: turn 90°, 2" straight). Pistols only, defends only in CQC. Spring, Summer and Fall.–10RS p.30
MotorcycleNoisy 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.–20RS p.32
SnowmobileNoisy 3 Winter only. Costs 1 Fuel to deploy; 3 Noise each Menace Phase. Drive (1 AP: turn 45°, 3"), ignores winter movement effects.–findS 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.