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).
Conditions (S p.12)
| Hunger | Hungry: Can't Run; Heavy items count one level higher. | Starving: Can't go on missions; counts as a casualty for Zombie Attacks. |
| Health | Sick: After a mission, others not Sick catch it on a 1; then each Sick character is Bedridden on 1-2. | Bedridden: Can't go on missions; counts as a casualty until treated. |
| Thirst | Thirsty: -1 Intelligence. Running: on a 1 lose remaining AP and halve CQC this turn. | Dehydrated: Can't go on missions; counts as a casualty for Zombie Attacks. |
| Warmth | Cold: -1 Endurance on missions. Each Job fails on a 1 (resources refunded). | Freezing: Can't go on missions; counts as a casualty for Zombie Attacks. |
Two Conditions at Critical and the character dies. Spring and Fall manage Hunger and Health; Summer adds Thirst; Winter adds Cold. In March and November a 1 on a D6 adds Cold; in May and September a 1 adds Thirst.
Spring weather (2D6)
| 2 | Flash Floods All ground-level movement is difficult terrain, indoors too. Each Supply Token recovered is ruined on a 1-2. Also roll a D6: 1-2 Heavy Rain, 3-4 Light Rain. |
| 3 | Heavy Rain Outdoor line of sight 12" (zombies unaffected). |
| 4 | Light Rain Outdoor line of sight 18" (zombies unaffected). |
| 6 | Moderate Conditions No effect. |
| 9 | Extremely Windy Bows, crossbows and improvised explosives -1 to hit. |
| 11 | Tornado! Back home, each built-in perk is destroyed on a 1; -1 to the next Zombie Attack per perk lost. |
| 12 | Unseasonably Warm No need to manage Cold after this Encounter. |
Summer weather (2D6)
| 2 | Scorching Heat After deployment each character ticks a Thirst box on a 1-2. Reaching Critical: Out of Action (no injury roll), ending the game Critical. |
| 3 | Extremely Hot After the game each participant ticks a Thirst box on a 1 (1-2 if carrying a Supply Token). |
| 4 | Low, Bright Sun A random edge: shots along a line towards it are -1 to hit. |
| 6 | Moderate Conditions No effect. |
| 9 | Summer Storm Outdoor line of sight 18" (zombies unaffected). |
| 11 | Monsoon Outdoor line of sight 12"; natural ground outdoors is difficult terrain. |
| 12 | Perfect Weather Neither group manages Thirst after this Encounter. |
Fall weather (2D6)
| 2 | Flash Floods All ground-level movement is difficult terrain, indoors too. Each Supply Token recovered is ruined on a 1-2. Also roll a D6: 1-2 Heavy Rain, 3-4 Light Rain. |
| 3 | Heavy Rain Outdoor line of sight 12" (zombies unaffected). |
| 4 | Light Rain Outdoor line of sight 18" (zombies unaffected). |
| 6 | Moderate Conditions No effect. |
| 9 | Extremely Windy Bows, crossbows and improvised explosives -1 to hit. |
| 11 | Tornado! Back home, each built-in perk is destroyed on a 1; -1 to the next Zombie Attack per perk lost. |
| 12 | Unseasonably Cold Cold must be managed after this Encounter. |
Winter weather (2D6)
| 2 | Blizzard! Line of sight 6" (not zombies); outdoor movement is difficult terrain. Zombies -1 AP and -1 to Shoot them in the Head. |
| 3 | Snowing Line of sight 12" (not zombies). Zombies -1 AP and -1 to Shoot them in the Head. |
| 4 | Freezing Zombies -1 AP and -1 to Shoot them in the Head. |
| 6 | Moderate Conditions No effect. |
| 9 | Wet and Sloppy Natural ground outdoors is difficult terrain. |
| 11 | Ice Storm! Once per activation when moving, a 1 means a fall: a Damage 1 roll (zombies Knockback 5). |
| 12 | Unseasonably Warm No need to manage Cold after this Encounter. |
How this tracker reads the books
- Group Level Balancing's first row is printed "5–0"; the tracker reads it as a difference of 6–10 (+1 XP), as the next row starts at 11.
- Seasons gear and vehicles carry no ‘*’, so under a Professional they go to the stash; vehicles may still be bought as Rare Equipment.
- Neutral and off-keyword limits are counted against the whole group, leader included, rounding down.
- Starting skills count towards the three a character needs before rolling on a Master Skill table.
- Spring and Fall weather tables are identical apart from roll 12.
- Chaos Theory: when the Seasons Farm House is rolled, its choice of Fenced-Off Garden or Stable is rolled too, and survivors who pick skill types have them rolled.
- Chaos Theory: without the Seasons rules, Seasons-only refuges and survivors are re-rolled, and a Horse becomes a Dog.