TEXT:  CHAOS
  THEORY
  A S H  B A R K E R
  A RANDOM GROUP GENERATOR FOR 
  LAST DAYS: ZOMBIE APOCALYPSE 
  AND 
  LAST DAYS: ZOMBIE APOCALYPSE: SEASONS
   CHAOS
  THEORY
  LAST DAYS 
   ZOMBIE APOCALYPSE
  LAST DAYS 
   ZOMBIE APOCALYPSE
  
  Embracing the uncertainty of the zombie apocalypse can add a fun 
  element of risk and uncertainty to a Last Days: Zombie Apocalypse 
  campaign and open up wonderful modelling and painting 
  opportunities for your Groups. Good luck and may the right 
  survivor appear on your doorstep when you need them the most! 
  - Ash
  Every Group of survivors during the apocalyptic ending of civilisation has a tale or two 
  of how they came together. Random chance can thrust people from all walks of life 
  together and total strangers can find themselves fighting shoulder-to-shoulder against 
  the living dead. 
  As time goes on these differences can provide the edge a Group needs to compete 
  against their rivals and defend themselves from the endless hordes of zombies that 
  continue to wander the earth long after the power has gone out. 
  Last Days: Zombie Apocalypse: Chaos Theory allows players to throw control to the 
  wind and randomly generate a Leader as well as the survivors they have collected and 
  forged into a Group. So many survival stories begin with the vagaries of fate deciding 
  who-lives and who-dies and this can be a fun and exciting way of generating the cast of 
  personalities you will be managing throughout the apocalypse. 
  In addition to the usual details of what type of Character a Leader may discover, their 
  initial Equipment will also be generated. This prevents the usual ‘maximising’ of 
  potential that can create imbalance in some campaigns and make it legitimately exciting 
  when a truly unique piece of equipment is discovered. 
  Finally, a long list of Personality Traits have been added as an additional bit of trivia 
  about each of the Characters in a Group. This can be a fun final note to help aid in 
  model selection when it comes time to find or make figures for each of the Characters 
  in a Campaign. 
  THE CREATION OF A GROUP
  When assembling a Group, the first step will always be generating a Leader. You still 
  only have a budget of 100 Scavenge Points with which to equip all of these members, so 
  how far you wish to go creating each one will dictate how well armed the next one down 
  the list will be… or if it is even possible to find another! 
  Once you have generated a Character you must make at least one roll on the Weapons 
  and Equipment Table. You may make as many additional rolls as you like, up to the 
  normal limit of two CQC and two Ranged weapons that any single Character may 
  carry. Once your budget of Scavenge Points is expended however, you may not recruit 
  any more Characters and any unspent points are put into the Group’s Stash!
  
  STEP 1: THE LEADER
  LEADER TABLE
  Roll 1D6
  Leader Type
  Cost
  1–2
  The Everyday Hero
  12
  3–4
  The Merciless Thug
  15
  5–6
  The Professional 
  18
  As is always the case when a Group of survivors emerges from the zombie apocalypse, 
  the Leader will shape who the outliers are in their belief system and is the first Character 
  that must be generated.
  STEP 2: WEAPONS AND EQUIPMENT 
  Leaders will always be well armed to have made it as far as they have. Players must make 
  at least one roll for the Leader on the Equipment tables to see what this important 
  character carries to defend themselves against zombies and rival Groups. If the initial roll 
  does not generate a Weapon of some type, the Character must roll again until it does. 
  Ignore any rarity restrictions for generating Weapons when creating a Group in this way. 
  If you get lucky, you get lucky!
  Later Characters will roll on these same Equipment tables to determine what they are 
  carrying when the Group forms.
  Roll Once on the Weapons and Equipment Table to see what type of Equipment they 
  are carrying. Each result from the Weapons and Equipment Table allows one roll of the 
  specified table.
  WEAPONS AND EQUIPMENT TABLE
  Roll 1D6
  1–3
  4–5
  6
  Item Type
  Roll on the CQC Weapon Table
  Roll on the Ranged Weapon Table
  Roll on the Miscellaneous 
  Equipment Table
  CQC WEAPON TABLE
  Roll 1D6
  Weapon Type
  Cost
  1–2
  Club
  2
  3–4
  Heavy Club
  2
  5
  Knife
  2
  6
  Heavy Blade
  3
  RANGED WEAPON TABLE
  Roll 1D6
  Weapon Type
  1–2
  Roll on the Pistol Table.
  3
  Roll on the Shotgun Table. 
  4
  Roll on the SMG Table. 
  5
  Roll on the Rifle Table. 
  6
  Roll on the Sporting Table. (Re-Roll if the Leader is Trained)
  
  PISTOL TABLE
  Roll 1D6
  Weapon
  Cost
  1–3
  Revolver
  2
  4–5
  Semi-Automatic
  3
  6
  Magnum
  3
  SHOTGUN TABLE
  Roll 1D6
  Weapon
  Cost
  1–4
  Breech-Loading or Sawed-Off Shotgun
  3
  5–6
  Pump-Action Shotgun
  5
  SMG TABLE
  Roll 1D6
  Weapon
  Cost
  1–4
  Surplus SMG
  4
  5–6
  Military SMG
  6
  RIFLE TABLE
  Roll 1D6
  Weapon
  Cost
  1–2
  Hunting Rifle
  4
  3–4
  High-Power Rifle
  7
  5
  Surplus Assault Rifle
  6
  6
  Military Assault Rifle
  8
  SPORTING TABLE
  Roll 1D6
  Weapon
  Cost
  1–4
  Hunting Bow
  3
  5–6
  Hunting Crossbow
  4
  MISCELLANEOUS EQUIPMENT TABLE
  Roll 1D6
  Weapon Type
  Cost
  1–4
  Booze
  2
  5–6
  Medical Supplies
  2
  Record each weapon or item of Equipment on the Leader or Character’s roster sheet and 
  pay the cost from your Scavenge Point budget. If you roll a type of equipment (Ranged 
  Weapon, CQC Weapon, or Miscellaneous Equipment) that your Character is already 
  carrying the maximum amount of, re-roll until you get a new Item type. 
  If you cannot afford the item generated, you may still buy it with whatever remaining 
  Scavenge Points are in your budget. If the item in question is not a weapon, exchange it 
  for a Club (which must still be paid for with your remaining Scavenge Points) and you 
  may no longer generate Characters or Equipment, your Group creation is done! 
  Once you have decided to stop rolling for Equipment you may not return to a 
  Character and generate more, they will need to find new gear during the Campaign!
  
  STEP 3: THE REFUGE
  Stumbling upon a safe place to hide can often pre-occupy a Group and once they’ve 
  secured a location sufficiently, they may opt to stay in one place instead of attempting 
  to find a more suitable location. After the Leader has been determined and their 
  Equipment generated, the Refuge must be determined. This will dictate how many 
  Characters are able to join the Leader from then-on as their Max Group Size will need 
  to be respected.
  REFUGE TABLE
  Roll 2D6
  Refuge Type
  Max. Group Size
  2
  Cabin in The Woods
  5
  3
  The Gun Shop
  6
  4
  The Bar
  8
  5
  The Police Station
  8
  6
  The Church
  8
  7
  The Farmhouse
  8
  8
  The Prison
  10
  9
  The Sports Arena
  12
  10
  The Campsite
  12
  11–12
  The Mall
  12
  With the Leader determined and Refuge found, a cast of Characters will now be  
  assembled to populate it. The instructions for this are found in the following section. 
  
  STEP 4: THE CHARACTERS
  Assembling the Group will follow the same types of restrictions as the normal process 
  laid-out in Last Days: Zombie Apocalypse. Instead of selecting Characters, however, roll 
  on the following tables using the process as follows:
  1. The first roll must be made on the table that shares the same Keyword as the 
  Leader.
  2. For the second roll, roll 1D6. On a 1–3 roll on the table with the same 
  Keyword as the Leader. On a 4–6 roll on the table for the Neutral Keyword. 
  3. For the third roll, roll 1D6. On a 1 roll on the table with the same Keyword as 
  the Leader. On a 2–4 Roll on the Neutral Table. On a 5–6 randomly select a 
  Table with a different, non-Neutral Keyword (1–3 roll on table X, 4–6 roll on 
  table Y). 
  4. Repeat Steps 1–3 until the Refuge is full or there are not enough Scavenge 
  Points to recruit the generated Character or purchase Equipment. Any unspent 
  Scavenge Points are placed in the Group Stash if the maximum Group size for 
  the Refuge has been reached. When randomly generating Groups, ignore the 
  rulebook rules for balancing Keyword types. 
  SELFLESS CHARACTER TABLE
  Roll 1D6
  Character Type
  Cost
  1
  Firefighter
  12
  2
  Rescue Worker
  9
  3–4
  Farmer
  12
  5–6
  Good Samaritan 
  9
  SELFISH CHARACTER TABLE
  Roll 1D6
  Character Type
  Cost
  1
  Survivalist
  18
  2
  Crony
  3
  3
  Goon
  9
  4
  Burglar
  12
  5–6
  Gang Member
  6
  TRAINED CHARACTER TABLE
  Roll 1D6
  Character Type
  Cost
  1
  Sarge
  21
  2
  SWAT
  12
  3
  Soldier
  12
  4
  Builder
  12
  5–6
  Cop
  9
  
  NEUTRAL CHARACTER TABLE
  Roll 1D6
  Character Type
  Cost
  1
  Horse (or Dog if no Stable Available)
  15 (9)
  2
  Dog
  9
  3
  Kid
  3
  4
  Outdoorsman
  12
  5
  Tough Guy
  9
  6
  Survivor
  6
  Remember that once you have determined a Character has joined the Group, they must 
  have at least one Weapon generated and paid for from the Equipment tables found in 
  Step 2. 
  
  PERSONALITY TRAITS
  It can be fun to know a bit more about a Character and their motivations for how they 
  behave. This can help in the selection or creation of an appropriate miniature to represent 
  them on the game board. These Personality Traits have absolutely no in-game effect but 
  it can be extremely rewarding as a starting point for how they behave in the post-game 
  sequence or even during an Encounter!
  These are totally optional but are a great way to envision what each of these Characters 
  is like as you go about creating your rogues’ gallery of a Group.
  You may generate an Aspiration, a Flaw, and a Quirk for each of your Characters 
  (including the Leader). Roll 1D6 twice, one for the row and then one for the column of 
  the tables below. Generate one of each and write them in the Notes section for each of 
  these individuals. 
  ASPIRATION TABLE
  D6
  1
  2
  3
  4
  5
  6
  1
  Glory
  Safety
  Vengeance
  Excellence
  Freedom
  Independence 
  2
  Power
  Legacy
  Intelligence
  Wisdom
  Creativity
  Security
  3
  Lawfulness
  Chaos
  Retribution
  Proliferation
  Industry
  Competition
  4
  Community
  Dominance
  Survival
  Unity
  Understanding
  Respect
  5
  Clarity
  Endurance 
  Adoration
  Socialism
  Wealth
  Theism
  6
  Mysticism
  Intimidation
  Saviour
  Heroics
  Hedonism
  Benevolence
  FLAW TABLE
  D6
  1
  2
  3
  4
  5
  6
  1
  Cowardice
  Avarice
  Greed
  Self-Indulgent 
  Callous
  Addicted
  2
  Wrathful
  Irritable
  Lazy
  Absentminded
  Crazed
  Silly
  3
  Slow
  Laconic
  Spiteful
  Petty
  Self-Pitying
  Selfish
  4
  Dishonest
  Cruel
  Self-Denial
  Entitled
  Naive
  Prejudiced
  5
  Gullible
  Defensive
  Messy
  Prudish
  Insincere
  Unfair
  6
  Arrogant
  Tactless
  Paranoid
  Crazy
  Delusional
  Incoherent
  QUIRK TABLE
  D6
  1
  2
  3
  4
  5
  6
  1
  Vegan
  Hygienic
  Hermit
  Hydrophobic
  Tick
  Picky Eater
  2
  Weepy
  Loud
  One-Upper
  Romantic
  Know-It-All
  Introvert
  3
  Uncensored
  Modest
  Dad-Joker
  Messy Eater
  Sneezy
  Forgetful
  4
  Smiley
  Oral Fixation
  Nick-Namer
  Animal Lover
  Third Person
  Artsy
  5
  Illiterate
  Spit Talker
  Avoid Eye 
  Contact
  Carries 
  Memento
  Annoying Laugh
  Stutter
  6
  Smoker
  Ambidextrous
  Tattooed
  Short
  Tall
  Extrovert
  
  STEP 5: STARTING THE CAMPAIGN AND RECRUITING NEW CHARACTERS
  Once your Group has been recruited it is time to start the normal process of playing 
  Campaign Games. 
  This expansion can also be used to randomize not only the initial Group creation but 
  also who appears at the Refuge asking to join the Group. 
  If you wish to use this process the Leader will instigate a Recruitment Job in the post-
  game sequence as normal. Instead of selecting a character to recruit, roll 1D3 to 
  determine which step of the Character generation process you should roll on (1, 2 or 3). 
  Then proceed to generate a Character as normal, paying for them and any Equipment 
  they may arrive with from the Group’s stashed Scavenge Points. Unlike initial Character 
  Creation you may only roll until you have a single Weapon on the Equipment tables, 
  but must pay for it as normal.
  If a Group is unable to pay the cost of recruiting the Character or their Equipment 
  then the Recruitment Job fails as the new individual is uninterested in joining up with 
  so destitute an enclave. 
  If you choose to use this method you may ignore the standard rules for Keywords 
  and Group composition unless the Leader dies, is supplanted by a Challenger, or a 
  normal Recruitment takes place. 
  
SOURCE: textdata/thevault/Osprey System/Last Days Zombie Apocalypse/LDZA - Last Days Zombie Apocalypse - Chaos Theory - A Random Group Generator [v4].pdf