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).
Academic skills
| 1 | First Aid Training LD p.65 If not Out of Action at the end of the game, re-roll one of the two Injury dice for a group member (the second roll stands). Two characters with it can re-roll both dice. Once between games. |
| 2 | Gear-Head LD p.66 Rolls two dice and picks either for Intelligence tests made to Interact with vehicles. |
| 3 | Engineer LD p.65 When assigned to Build, the perk costs 25% less (rounded up to the nearest Scavenge Point). |
| 4 | Agriculturalist LD p.62 Working the Fenced-Off Garden makes 2D6 Scavenge Points instead of D6 (2D3+1 meals with Seasons). |
| 5 | Gunsmith LD p.66 Pick a Firearm class: this character's guns of that class get +1 Damage and -1 Reload. Required to use Highly Specialized weapons. |
| 6 | Scavenger LD p.68 If they carried a Supply Token off the board, modify one of the two Supply table rolls by ±1. With Seasons, +1 to Gather Food. |
Master skills (S p.53)
| 1-2 | Naturopath Working a Fenced-Off Garden makes D3 doses of Medicine instead of Scavenge Points or food. |
| 3-4 | Street Surgeon If not Out of Action at the end of a game, roll a D6 for each Arm Injury, Leg Injury or Blinded in One Eye: 4+ makes it a Full Recovery. |
| 5-6 | Supply Seeker Place an extra Supply Token in your half. A token they carried: on a 4+ set either or both Supply rolls to anything from 4 to 10. |
Athletic skills
| 1 | Entry Man LD p.66 1 AP in contact with a basic door: Strength/6 test destroys it. |
| 2 | Heavy Lifter LD p.67 Ignores 1 point of the Heavy attribute. |
| 3 | Free Runner LD p.66 1 AP per inch through difficult terrain or climbing. 3 AP Long Jump up to 6" (down up to 3"), then no more movement that turn. |
| 4 | Sprinter LD p.68 +1 bonus AP each Action Phase for moving (counts towards a Run). |
| 5 | Situational Awareness LD p.68 When targeted by a Locked and Loaded token, opposed Intelligence test: win and the shots are wasted (still makes Ammo and Noise). |
| 6 | Stalker LD p.68 Makes no Noise when it Runs. |
Master skills (S p.53)
| 1-2 | Tireless Ignores the Heavy attribute entirely and can carry two Supply Tokens. |
| 3-4 | Lightning Fast May Run twice per Action Phase. |
| 5-6 | Untouchable Moves through any models if it can clear their base. Still pays to Break Contact. |
CQC skills
| 1 | Crowd Control LD p.63 Ignores the CQC penalty for being in contact with several hostile models. |
| 2 | Disarm LD p.64 After winning a CQC test against an armed foe, may make a Strength/6 test instead of a Damage roll: on a pass one of their weapons is removed for the game. |
| 3 | Headhunter LD p.67 +1 Lobotomizer on CQC attacks against zombies. On Guard, adds +2 to the Zombie Attack roll instead of +1. |
| 4 | Subdue LD p.68 Instead of attacking, against a single foe: opposed Strength test. If won and the foe hasn't attacked yet, it can't attack this phase. |
| 5 | Martial Arts LD p.67 With no close combat weapon: +1 to Damage, and attackers suffer -1 CQC. |
| 6 | Dirty Fighter LD p.64 Wins tied CQC tests and causes a Damage roll even when defending (two dirty fighters still tie). |
Master skills (S p.53)
| 1-2 | Unstoppable Rolls 2D6 and keeps the highest when attacking in CQC. |
| 3-4 | Unbreakable Rolls 2D6 and keeps the highest when defending in CQC. |
| 5-6 | Fast and Deadly In contact with several enemies, makes two attacks against different targets. |
Firearms skills
| 1 | Fire and Maneuver LD p.66 Move 1" after each shot at an enemy, up to the weapon's RoF and at most 3" a phase, not through barriers or difficult terrain. |
| 2 | Gunfighter LD p.66 Fires two Pistols or SMGs in the same Shooting Phase, each up to its RoF, all shots at -1. |
| 3 | Sniper LD p.68 +1 Lobotomizer on Ranged Attacks. On Guard, +2 to the Zombie Attack roll instead of +1. |
| 4 | Quick-load LD p.67 Reloading costs 1 AP less. |
| 5 | Short Controlled Bursts S p.65 -1 to all its Ammo rolls. |
| 6 | Double-Tap LD p.64 Spend 1 extra Ammo and Noise token to re-roll a Damage or Shoot them in the Head! roll with a Firearm (second result stands). |
Master skills (S p.53)
| 1-2 | Never Misses Re-roll one failed hit roll each time it fires a weapon. |
| 3-4 | Overwatch Gains a free Locked and Loaded token at the start of each Menace Phase. |
| 5-6 | Faster than You When targeted by a Locked and Loaded token, a 4+ lets it shoot first. |
Leader skills
| 1 | Tactical Acumen LD p.68 Rolls two dice for Initiative and picks one (if not the leader, only within 3" of them). Only one extra die however many have it. |
| 2 | Inspirational Presence LD p.67 Friendly models within 6" get +1 Courage for Courage tests. Stacks; not on itself. |
| 3 | Frontline Fighter LD p.66 Friendly characters within 6" that are in CQC get +1 CQC (not itself). |
| 4 | Tag-Team LD p.69 1 AP and Intelligence/6: a friend with the same keyword within 3" that hasn't activated goes straight after. Once per turn. |
| 5 | Rallying Cry LD p.67 Once per game, re-roll a failed Breaking Point test. |
| 6 | Ambushers LD p.63 Deploy 1-3 characters within 6" of the neutral edges (not in the enemy half) with Intelligence/6, /7, /8 tests. A failure misses the game, unharmed. |
Master skills (S p.53)
| 1-2 | Charismatic Rolls 2D6 and keeps the highest for The Talk and Leadership Challenges. |
| 3-4 | Steely Resolve Automatically passes Horror tests. As leader, rolls 2D6 and keeps the lowest for Breaking Point while on the table. |
| 5-6 | Against all Odds On losing its last DC with another friend on the table, a 4+ keeps it in play on 1 DC. Its first Full Recovery injury roll must then be re-rolled. |
Levels (LD p.88)
| Level 1 | 6 XP |
| Level 2 | 12 XP |
| Level 3 | 12 XP |
| Level 4 | 18 XP |
| Level 5 | 18 XP |
| Level 6 | 18 XP |
| Level 7 | 24 XP |
| Level 8 | 24 XP |
| Level 9 | 24 XP |
| Level 10 | 30 XP |
Characteristics table (2D6)
| 2 | +1 AP |
| 3 | D6: 1-3 +1 CQC, 4-6 +1 FA |
| 4 | +1 S |
| 5 | +1 E |
| 6 | D6: 1-3 +1 C, 4-6 +1 I |
| 7 | D6: 1-3 +1 CQC, 4-6 +1 FA |
| 8 | +1 S |
| 9 | +1 E |
| 10 | D6: 1-3 +1 CQC, 4-6 +1 FA |
| 11 | +1 DC |
| 12 | +1 DC |
Up to 3 extra XP shift any roll by one each. No characteristic passes 6 except AP. Known skills are re-rolled.