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).

Conditions (S p.12)

HungerHungry: Can't Run; Heavy items count one level higher.Starving: Can't go on missions; counts as a casualty for Zombie Attacks.
HealthSick: 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.
ThirstThirsty: -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.
WarmthCold: -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)

2Flash 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.
3Heavy Rain
Outdoor line of sight 12" (zombies unaffected).
4Light Rain
Outdoor line of sight 18" (zombies unaffected).
6Moderate Conditions
No effect.
9Extremely Windy
Bows, crossbows and improvised explosives -1 to hit.
11Tornado!
Back home, each built-in perk is destroyed on a 1; -1 to the next Zombie Attack per perk lost.
12Unseasonably Warm
No need to manage Cold after this Encounter.

Summer weather (2D6)

2Scorching 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.
3Extremely Hot
After the game each participant ticks a Thirst box on a 1 (1-2 if carrying a Supply Token).
4Low, Bright Sun
A random edge: shots along a line towards it are -1 to hit.
6Moderate Conditions
No effect.
9Summer Storm
Outdoor line of sight 18" (zombies unaffected).
11Monsoon
Outdoor line of sight 12"; natural ground outdoors is difficult terrain.
12Perfect Weather
Neither group manages Thirst after this Encounter.

Fall weather (2D6)

2Flash 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.
3Heavy Rain
Outdoor line of sight 12" (zombies unaffected).
4Light Rain
Outdoor line of sight 18" (zombies unaffected).
6Moderate Conditions
No effect.
9Extremely Windy
Bows, crossbows and improvised explosives -1 to hit.
11Tornado!
Back home, each built-in perk is destroyed on a 1; -1 to the next Zombie Attack per perk lost.
12Unseasonably Cold
Cold must be managed after this Encounter.

Winter weather (2D6)

2Blizzard!
Line of sight 6" (not zombies); outdoor movement is difficult terrain. Zombies -1 AP and -1 to Shoot them in the Head.
3Snowing
Line of sight 12" (not zombies). Zombies -1 AP and -1 to Shoot them in the Head.
4Freezing
Zombies -1 AP and -1 to Shoot them in the Head.
6Moderate Conditions
No effect.
9Wet and Sloppy
Natural ground outdoors is difficult terrain.
11Ice Storm!
Once per activation when moving, a 1 means a fall: a Damage 1 roll (zombies Knockback 5).
12Unseasonably 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.