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).

RefugeSleepsEmpty spacesBuilt inTraitsBook
The Farm House (core version)86fenced off garden–LD p.20
The Farm House (Seasons version)85cold cellar, fenced off garden or stableRemote: +1 to every Zombie Attack roll.S p.62
The Mall128store room–LD p.20
The Gun Shop63armoury, fortified windows, reinforced doors–LD p.20
The Police Station82escape vehicle, radio room–LD p.20
The Church82solid structure, watch tower–LD p.20
The Prison103fences, infirmary–LD p.20
The Bar83fortified windows, cold cellar–S p.62
Cabin in the Woods53wood burning stoveRemote: +1 to every Zombie Attack roll.S p.62
Outdoor Campsite1210–Remote: +1 to every Zombie Attack roll. Exposed: Every perk built here costs 5 more Scavenge Points.S p.62
Sports Arena126infirmary, solid structure–S p.62
PerkSPEffectBook
Armoury
needs a worker
20Worked: 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 Vehicle20If the refuge is lost, the stash comes along.LD p.80
Fenced-Off Garden
can repeat
needs a worker
15Worked: D6 Scavenge Points between games (Agriculturalist 2D6). With Seasons it can make D3+1 meals instead.LD p.80
Fences20Home Defense: up to 24" of fences 6-8" out, and D3 extra zombies outside them.LD p.80
Fortified Windows20+1 to the Zombie Attack roll.LD p.80
Infirmary
can repeat
25Each holds one Out of Action character, who then doesn't count against the Zombie Attack roll.LD p.80
Radio Room
needs a worker
15Worked: Intelligence/8 to shift the next Scenario roll by ±1 (not if both groups pass).LD p.80
Reinforced Doors15Home Defense: doors +1 DC and immune to Entry Man.LD p.81
Solid Structure30Home Defense: the refuge's walls give -2 cover instead of -1.LD p.81
Store Room15Re-roll one die when checking a Supply Token.LD p.81
Watch Tower
needs a worker
20Worked 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
20Worked: extra meals gathered this time are kept as Preserved Meals.S p.60
Rain-Collectors
needs a worker
15Worked: D3+3 Purified Water.S p.60
Stable
can repeat
20Up to two Horses per Stable. Lose it and the horses go free.S p.61
Wood-burning Stove25Each 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.