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).

Academic skills

1First 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.
2Gear-Head LD p.66
Rolls two dice and picks either for Intelligence tests made to Interact with vehicles.
3Engineer LD p.65
When assigned to Build, the perk costs 25% less (rounded up to the nearest Scavenge Point).
4Agriculturalist LD p.62
Working the Fenced-Off Garden makes 2D6 Scavenge Points instead of D6 (2D3+1 meals with Seasons).
5Gunsmith 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.
6Scavenger 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)

1-2Naturopath
Working a Fenced-Off Garden makes D3 doses of Medicine instead of Scavenge Points or food.
3-4Street 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.
5-6Supply 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

1Entry Man LD p.66
1 AP in contact with a basic door: Strength/6 test destroys it.
2Heavy Lifter LD p.67
Ignores 1 point of the Heavy attribute.
3Free 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.
4Sprinter LD p.68
+1 bonus AP each Action Phase for moving (counts towards a Run).
5Situational 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).
6Stalker LD p.68
Makes no Noise when it Runs.

Master skills (S p.53)

1-2Tireless
Ignores the Heavy attribute entirely and can carry two Supply Tokens.
3-4Lightning Fast
May Run twice per Action Phase.
5-6Untouchable
Moves through any models if it can clear their base. Still pays to Break Contact.

CQC skills

1Crowd Control LD p.63
Ignores the CQC penalty for being in contact with several hostile models.
2Disarm 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.
3Headhunter LD p.67
+1 Lobotomizer on CQC attacks against zombies. On Guard, adds +2 to the Zombie Attack roll instead of +1.
4Subdue 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.
5Martial Arts LD p.67
With no close combat weapon: +1 to Damage, and attackers suffer -1 CQC.
6Dirty 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)

1-2Unstoppable
Rolls 2D6 and keeps the highest when attacking in CQC.
3-4Unbreakable
Rolls 2D6 and keeps the highest when defending in CQC.
5-6Fast and Deadly
In contact with several enemies, makes two attacks against different targets.

Firearms skills

1Fire 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.
2Gunfighter LD p.66
Fires two Pistols or SMGs in the same Shooting Phase, each up to its RoF, all shots at -1.
3Sniper LD p.68
+1 Lobotomizer on Ranged Attacks. On Guard, +2 to the Zombie Attack roll instead of +1.
4Quick-load LD p.67
Reloading costs 1 AP less.
5Short Controlled Bursts S p.65
-1 to all its Ammo rolls.
6Double-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)

1-2Never Misses
Re-roll one failed hit roll each time it fires a weapon.
3-4Overwatch
Gains a free Locked and Loaded token at the start of each Menace Phase.
5-6Faster than You
When targeted by a Locked and Loaded token, a 4+ lets it shoot first.

Leader skills

1Tactical 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.
2Inspirational Presence LD p.67
Friendly models within 6" get +1 Courage for Courage tests. Stacks; not on itself.
3Frontline Fighter LD p.66
Friendly characters within 6" that are in CQC get +1 CQC (not itself).
4Tag-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.
5Rallying Cry LD p.67
Once per game, re-roll a failed Breaking Point test.
6Ambushers 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)

1-2Charismatic
Rolls 2D6 and keeps the highest for The Talk and Leadership Challenges.
3-4Steely Resolve
Automatically passes Horror tests. As leader, rolls 2D6 and keeps the lowest for Breaking Point while on the table.
5-6Against 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 16 XP
Level 212 XP
Level 312 XP
Level 418 XP
Level 518 XP
Level 618 XP
Level 724 XP
Level 824 XP
Level 924 XP
Level 1030 XP

Characteristics table (2D6)

2+1 AP
3D6: 1-3 +1 CQC, 4-6 +1 FA
4+1 S
5+1 E
6D6: 1-3 +1 C, 4-6 +1 I
7D6: 1-3 +1 CQC, 4-6 +1 FA
8+1 S
9+1 E
10D6: 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.