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).
An optional, free supplement by Ash Barker: roll the group instead of choosing it. Offered when you found a group (“Let fate decide”) and as a Recruit option after Encounters. Rarity and keyword balance are ignored for a random group until its Leader dies, is challenged out, or it recruits normally.
Leader (D6)
| 1-2 | The Everyday Hero |
| 3-4 | The Merciless Thug |
| 5-6 | The Professional |
Refuge (2D6)
| 2 | Cabin in the Woods |
| 3 | The Gun Shop |
| 4 | The Bar |
| 5 | The Police Station |
| 6 | The Church |
| 7 | The Farm House |
| 8 | The Prison |
| 9 | Sports Arena |
| 10 | Outdoor Campsite |
| 11-12 | The Mall |
Weapons & equipment (D6)
1-3 CQC table (Club, Heavy Club, Knife, Heavy Blade). 4-5 Ranged: D6 1-2 Pistol, 3 Shotgun, 4 SMG, 5 Rifle, 6 Sporting (re-rolled under a Trained leader). 6 Miscellaneous (Booze, Medical Supplies).
pistol: Revolver / Semi-Automatic / Magnum. shotgun: Sawn-off / Breach Loading Shotgun / Pump-Action Shotgun. smg: Surplus SMG / Military SMG. rifle: Hunting Rifle / High-powered Rifle / Surplus Assault Rifle / Military Assault Rifle. sporting: Hunting Bow / Hunting Crossbow.
Who turns up (D6 per table)
First roll: the Leader's keyword. Second: 1-3 the Leader's, 4-6 Neutral. Third: 1 the Leader's, 2-4 Neutral, 5-6 one of the other two keywords. Repeat until the refuge is full or the points can't pay for the next survivor or their gear. Each must get at least one weapon; can't afford an item and you pay what's left (a non-weapon becomes a Club) and the group is done.
Selfless
1: Firefighter · 2: Rescue Worker · 3: Farmer · 4: Farmer · 5: Good Samaritan · 6: Good Samaritan
Selfish
1: Survivalist · 2: Crony · 3: Goon · 4: Burglar · 5: Gang Member · 6: Gang Member
Trained
1: Sarge · 2: SWAT · 3: Soldier · 4: Builder · 5: Cop · 6: Cop
Neutral
1: Horse (Dog without a Stable) · 2: Dog · 3: Kid · 4: Outdoorsman · 5: Tough Guy · 6: Survivor
Aspiration (D6 × D6)
| 1 | Glory, Safety, Vengeance, Excellence, Freedom, Independence |
| 2 | Power, Legacy, Intelligence, Wisdom, Creativity, Security |
| 3 | Lawfulness, Chaos, Retribution, Proliferation, Industry, Competition |
| 4 | Community, Dominance, Survival, Unity, Understanding, Respect |
| 5 | Clarity, Endurance, Adoration, Socialism, Wealth, Theism |
| 6 | Mysticism, Intimidation, Saviour, Heroics, Hedonism, Benevolence |
Flaw (D6 × D6)
| 1 | Cowardice, Avarice, Greed, Self-Indulgent, Callous, Addicted |
| 2 | Wrathful, Irritable, Lazy, Absentminded, Crazed, Silly |
| 3 | Slow, Laconic, Spiteful, Petty, Self-Pitying, Selfish |
| 4 | Dishonest, Cruel, Self-Denial, Entitled, Naive, Prejudiced |
| 5 | Gullible, Defensive, Messy, Prudish, Insincere, Unfair |
| 6 | Arrogant, Tactless, Paranoid, Crazy, Delusional, Incoherent |
Quirk (D6 × D6)
| 1 | Vegan, Hygienic, Hermit, Hydrophobic, Tick, Picky Eater |
| 2 | Weepy, Loud, One-Upper, Romantic, Know-It-All, Introvert |
| 3 | Uncensored, Modest, Dad-Joker, Messy Eater, Sneezy, Forgetful |
| 4 | Smiley, Oral Fixation, Nick-Namer, Animal Lover, Third Person, Artsy |
| 5 | Illiterate, Spit Talker, Avoid Eye Contact, Carries Memento, Annoying Laugh, Stutter |
| 6 | Smoker, Ambidextrous, Tattooed, Short, Tall, Extrovert |
Personalities have no effect in the game. Any character can roll one from their card.