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).

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)

1-2The Everyday Hero
3-4The Merciless Thug
5-6The Professional

Refuge (2D6)

2Cabin in the Woods
3The Gun Shop
4The Bar
5The Police Station
6The Church
7The Farm House
8The Prison
9Sports Arena
10Outdoor Campsite
11-12The 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)

1Glory, Safety, Vengeance, Excellence, Freedom, Independence
2Power, Legacy, Intelligence, Wisdom, Creativity, Security
3Lawfulness, Chaos, Retribution, Proliferation, Industry, Competition
4Community, Dominance, Survival, Unity, Understanding, Respect
5Clarity, Endurance, Adoration, Socialism, Wealth, Theism
6Mysticism, Intimidation, Saviour, Heroics, Hedonism, Benevolence

Flaw (D6 × D6)

1Cowardice, Avarice, Greed, Self-Indulgent, Callous, Addicted
2Wrathful, Irritable, Lazy, Absentminded, Crazed, Silly
3Slow, Laconic, Spiteful, Petty, Self-Pitying, Selfish
4Dishonest, Cruel, Self-Denial, Entitled, Naive, Prejudiced
5Gullible, Defensive, Messy, Prudish, Insincere, Unfair
6Arrogant, Tactless, Paranoid, Crazy, Delusional, Incoherent

Quirk (D6 × D6)

1Vegan, Hygienic, Hermit, Hydrophobic, Tick, Picky Eater
2Weepy, Loud, One-Upper, Romantic, Know-It-All, Introvert
3Uncensored, Modest, Dad-Joker, Messy Eater, Sneezy, Forgetful
4Smiley, Oral Fixation, Nick-Namer, Animal Lover, Third Person, Artsy
5Illiterate, Spit Talker, Avoid Eye Contact, Carries Memento, Annoying Laugh, Stutter
6Smoker, Ambidextrous, Tattooed, Short, Tall, Extrovert

Personalities have no effect in the game. Any character can roll one from their card.