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).
Leaders
An ordinary person of unusual character who took charge and will do whatever it takes to keep the group safe.
Skills: Leader, Firearms, CQC, Academic. Group: None.
The toughest, most brutal member of the group. Rules with an iron fist and spends lives to save his own.
Skills: Leader, Firearms, CQC, Athletic. Group: Neutral characters may make up 75% of the group, but no Good Samaritan, Cop, SWAT or Kid may be hired.
Respected, trained, attached to the old world. Keeps an elite group together but finds it hard to adapt.
Skills: Leader, Firearms, CQC, Athletic, Academic. Group: The group may only use equipment marked ‘*’. Unmarked gear found later goes to the stash. In return, ‘*’ weapons count as common (no rarity limit) when recruiting.
Characters
| Type | Keyword | SP | AP CQC FA S E DC C I | Starts with | Skill types | Book |
|---|---|---|---|---|---|---|
| Cop Police, sheriffs or private security who respect the leader's decisions. | Trained | 9 | 6 3 4 3 3 3 3 3 | – | Firearms, Academic | LD p.21 |
| Crony Sells the leader's invincible image and is fiercely protected for it. | Selfish | 3 | 5 2 2 3 3 3 2 2 | inspirational presence | Academic | LD p.21 |
| Dog So long as you feed him, he won't stop following you. | Neutral | 9 | 8 4 0 3 3 3 4 1 | noisy 1, crowd control, animal | None | LD p.21 |
| Firefighter Used to danger, kicking in doors and hauling supplies home. | Selfless | 12 | 8 3 3 3 3 3 4 3 | heavy lifter, entry man | CQC, Athletic | LD p.22 |
| Gang Member Their own survival matters more than whatever morals they had. | Selfish | 6 | 6 3 3 3 3 3 2 2 | – | CQC, Firearms | LD p.22 |
| Good Samaritan Puts others first and helps when things start to go wrong. | Selfless | 9 | 6 3 3 3 3 3 3 3 | inspirational presence | CQC, Academic | LD p.22 |
| Goon Not smart, but tough as hell and loyal for a cut of the loot. | Selfish | 9 | 5 4 3 3 4 3 2 2 | – | CQC, Athletic | LD p.23 |
| Kid Smart, lucky, and nobody wants to see him hurt. | Neutral | 3 | 6 2 0 2 2 2 3 3 | inspirational presence | pick 1 | LD p.23 |
| Rescue Worker Paramedic, nurse or lifeguard: patches you up with whatever is handy. | Selfless | 9 | 6 3 3 3 3 3 3 3 | first aid training | Academic, Athletic | LD p.23 |
| Sarge Second in command: the heart of the group where the leader is the brains. | Trained | 21 | 6 4 4 3 4 3 4 3 | tactical acumen | Athletic, CQC, Firearms, Leader | LD p.23 |
| Soldier Saw too much as the world fell. That thousand-yard stare. | Trained | 12 | 6 3 4 3 3 3 4 3 | – | Athletic, CQC, Firearms, Academic | LD p.24 |
| Survivalist Edgy, always cleaning his guns, and knows every stash of canned goods left. | Selfish | 18 | 6 4 3 3 3 3 3 3 | scavenger, gunsmith | CQC, Firearms | LD p.24 |
| Survivor Truck drivers, video-store clerks, stockbrokers: all equal now. | Neutral | 6 | 6 3 3 3 3 3 3 3 | – | pick 2 | LD p.24 |
| SWAT Trained for anything regular police couldn't handle, except the dead. | Trained | 12 | 6 4 4 3 3 3 3 3 | entry man | Athletic, CQC, Firearms, Academic | LD p.24 |
| Tough Guy Football stars, bouncers, maybe dealers. Handy when a corpse wants your leg. | Neutral | 9 | 6 4 3 3 3 3 3 3 | – | Athletic + pick 1 | LD p.24 |
| Builder Knows tools and materials; his work stands up to the dead. | Trained | 12 | 6 3 3 3 3 3 3 4 | engineer | Academic, Athletic | S p.58 |
| Burglar Knows what's valuable and how to get away with it. | Selfish | 12 | 7 3 3 3 3 3 3 3 | scavenger | Athletic | S p.58 |
| Farmer Can still grow food from the earth: valuable beyond measure. | Selfless | 12 | 6 3 3 3 3 3 3 3 | agriculturalist, heavy lifter | Academic, Athletic | S p.59 |
| Horse Mobility and hauling, at a terrific cost to keep. 0-2 per Stable. | Neutral | 15 | 8 2 0 4 4 4 4 1 | animal, mount, beast of burden, tireless | None | S p.59 |
| Outdoorsman Snares, ice-fishing, hunting: food all year round. | Neutral | 12 | 6 3 3 3 3 3 3 3 | hunter | Firearms, Academic | S p.59 |
Recruiting (LD p.20)
- 100 Scavenge Points, Leader included. Unspent points are banked.
- Any number with the Leader's keyword; up to 50% Neutral; at most 25% with another keyword.
- Everyone starts with a weapon; nobody carries more than two firearms and two CQC weapons.
- Rarity caps how many of a weapon can be bought for recruits. Under a Trained leader, ‘*’ items are common, and only ‘*’ items may be used.
- The refuge's Maximum Group Size caps the group.
The Zombie
E is ‘*’: shoot them in the head. Zombies move only in the Menace Phase, toward the nearest survivor they can see, else the nearest noise (LD p.60).