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).
| Refuge | Sleeps | Empty spaces | Built in | Traits | Book |
|---|---|---|---|---|---|
| The Farm House (core version) | 8 | 6 | fenced off garden | – | LD p.20 |
| The Farm House (Seasons version) | 8 | 5 | cold cellar, fenced off garden or stable | Remote: +1 to every Zombie Attack roll. | S p.62 |
| The Mall | 12 | 8 | store room | – | LD p.20 |
| The Gun Shop | 6 | 3 | armoury, fortified windows, reinforced doors | – | LD p.20 |
| The Police Station | 8 | 2 | escape vehicle, radio room | – | LD p.20 |
| The Church | 8 | 2 | solid structure, watch tower | – | LD p.20 |
| The Prison | 10 | 3 | fences, infirmary | – | LD p.20 |
| The Bar | 8 | 3 | fortified windows, cold cellar | – | S p.62 |
| Cabin in the Woods | 5 | 3 | wood burning stove | Remote: +1 to every Zombie Attack roll. | S p.62 |
| Outdoor Campsite | 12 | 10 | – | Remote: +1 to every Zombie Attack roll. Exposed: Every perk built here costs 5 more Scavenge Points. | S p.62 |
| Sports Arena | 12 | 6 | infirmary, solid structure | – | S p.62 |
| Perk | SP | Effect | Book |
|---|---|---|---|
| Armoury needs a worker | 20 | Worked: next Encounter the group may re-roll 3 failed Ammo rolls. | LD p.80 |
| Bunk Bed can repeat | 20 | +1 Maximum Group Size each. | LD p.80 |
| Escape Vehicle | 20 | If the refuge is lost, the stash comes along. | LD p.80 |
| Fenced-Off Garden can repeat needs a worker | 15 | Worked: D6 Scavenge Points between games (Agriculturalist 2D6). With Seasons it can make D3+1 meals instead. | LD p.80 |
| Fences | 20 | Home Defense: up to 24" of fences 6-8" out, and D3 extra zombies outside them. | LD p.80 |
| Fortified Windows | 20 | +1 to the Zombie Attack roll. | LD p.80 |
| Infirmary can repeat | 25 | Each holds one Out of Action character, who then doesn't count against the Zombie Attack roll. | LD p.80 |
| Radio Room needs a worker | 15 | Worked: Intelligence/8 to shift the next Scenario roll by ±1 (not if both groups pass). | LD p.80 |
| Reinforced Doors | 15 | Home Defense: doors +1 DC and immune to Entry Man. | LD p.81 |
| Solid Structure | 30 | Home Defense: the refuge's walls give -2 cover instead of -1. | LD p.81 |
| Store Room | 15 | Re-roll one die when checking a Supply Token. | LD p.81 |
| Watch Tower needs a worker | 20 | Worked during a Zombie Attack: Intelligence/8 to re-roll one of the two dice. Home Defense: a 6" climbable tower, always in cover. | LD p.81 |
| Cold Cellar needs a worker | 20 | Worked: extra meals gathered this time are kept as Preserved Meals. | S p.60 |
| Rain-Collectors needs a worker | 15 | Worked: D3+3 Purified Water. | S p.60 |
| Stable can repeat | 20 | Up to two Horses per Stable. Lose it and the horses go free. | S p.61 |
| Wood-burning Stove | 25 | Each Fuel heats two rooms. | S p.61 |
Jobs (LD p.93, S p.37)
Guard +1 to the Zombie Attack. Work a perk that needs a worker. Build a perk into an Empty Space. Recruit (Leader only) one new survivor. The Talk (Leader and one other): opposed Intelligence, the other takes the Leader's keyword. Seasons adds Gather Food (D3 meals), Gather Fuel (D3), Gather Water (D6+2 unpurified, or D3+1 purified for 1 Fuel) and Rest.
Zombie Attack (LD p.94)
2D6, -1 per character Out of Action (unless in an Infirmary), +1 per guard, +1 Fortified Windows. 2 or less: the refuge falls. The group must move to a different kind of refuge, abandons its stash (unless it has an Escape Vehicle), loses every perk it built, leaves behind anyone who won't fit, and one random survivor takes an Injury roll.