TEXT: MOVEMENT ACTION TABLE
  Movement Actions
  AP Cost
  Effect
  Move through Normal 
  Terrain (*)
  1 Action Point
  The model may move 1” in any direction. It may enter into 
  Contact with this action. It must end in a position where its 
  base will fit and may not move through any gaps that won’t 
  accommodate its base. 
  Move through Difficult 
  Terrain (*)
  2 Action Points
  The model may move 1” in any direction. It may enter into 
  Contact with this action. It must end in a position where its 
  base will fit and may not move through any gaps that won’t 
  accommodate its base. 
  Run
  1 or more Action Points
  Model may move AP expended x 2 in inches in any direction, 
  but only in a straight line. It may not enter Difficult Terrain, 
  cannot shoot this turn, and generates 1 Noise Token. It must 
  end in a position where its base will fit and may not move 
  through any gaps that won’t accommodate its base. It may 
  enter into Contact with this action. Unlike other actions, this 
  action may only be taken once per turn. Place a marker next 
  to the Character to note that they have Run this turn. 
  Break Contact with 
  the Enemy
  3 Action Points, +1 for 
  each enemy in contact 
  after the first.
  The model must move 1” directly away from the model(s) it is 
  in Contact with. If it cannot make this move (because of 
  scenery or intervening models) it may not perform this action. 
  Jump / Fall (*) 
  2 Action Points per inch 
  of horizontal movement 
  during a Jump. Zombies 
  forced to move towards 
  a model with an 
  intervening Gap will 
  automatically Fall. 
  The model may use their AP to be placed across a raised gap, 
  provided they have enough AP to jump it. They must begin 
  this action at the edge. Do not measure beforehand when you 
  declare a jump. If you do not have the distance to cross, you 
  will fall instead. Place the model at the bottom of the gap. 
  Make a Damage roll with a Strength equal to the number of 
  inches (rounded up) the model falls. It may enter into 
  Contact with this action (including through falling!)
  Climb a Climbable 
  Surface (*)
  2 Action Points per inch 
  of height. 
  The model may move from one climbable level to the next. It 
  may enter into Contact with this action. 
  MISCELLANEOUS ACTIONS
  Misc. Actions
  AP Cost
  Effect
  Open/Close a Door
  2 Action Point
  The Door becomes open/closed and can now be/not be moved 
  through. 
  Reload a Firearm
  2 Action Points
  The Firearm is reloaded and can now be used as normal. 
  Discard all Ammo Tokens it had on it. This can be done 
  voluntarily, even if the weapon has not yet failed an Ammo Roll. 
  Go Locked and Loaded
  4 Action Points
  The model gains a Locked and Loaded Token. Once it has taken 
  this action it may no longer spend Action Points during this 
  Phase. See a full description of Locked and Loaded on page 49. 
  Interact
  3 Action Points
  Interact actions are used for Objectives and to do things such 
  as picking up, putting down or passing Supplies. This may not 
  be done if a hostile model is in Contact.
  CQC MODIFIER TABLE
  Criteria
  CQC Modifier
  Attacking a Zombie
  +1
  Attacker or Defender is in 
  contact with more than 
  one hostile model
  -1 for each model in 
  contact after the first. 
  Weapon Close Quarters 
  Combat Modifier
  See Weapon Profile
  TOKEN SUMMARY
  Noise Tokens
  Gained: Any time a weapon is selected to fire, or if an 
  item or character has the ‘Noisy’ attribute
  Removed: After the ‘Resolve Noise Tokens’ phase of 
  the following turn
  Ammo Tokens
  Gained: For each shot fired from a Firearm
  Removed: After the ‘Reload a Firearm’ action is used
  Knockback Tokens
  Gained: Any time a Zombie is hit by a Ranged Attack 
  and survives.
  Removed: At the end of the ‘Zombie Activation’ phase.
  The Phases
  1. 
  The Menace Phase (p. 39)
  a. Resolve Noise Tokens
  b. Resolve Ammo Tokens
  c. Zombie Activation
  2. 
  The Action Phase (p. 45)
  a. Aggressor activates first
  3. 
  The Shooting Phase (p. 51)
  a. Defender activates first
  4. 
  The Close Quarters Combat Phase (p. 55)
  a. Aggressor activates first
  5. 
  The End Phase (p. 57)
  FIREARMS SKILL MODIFIER TABLE
  Criteria
  FA Modifier
  The target is a Zombie (They don’t even try to get out of the way).
  +1
  The target performed a Run action during its activation.
  -1
  The target is in cover (obscured Line of Sight). 
  -1
  FIREARMS SKILL MODIFIER TABLE (CONT’D)
  Criteria
  FA Modifier
  The Character is firing any Rate of Fire shots after the first (if a 
  Firearm has a ROF of more than 1, the 2nd, 3rd, etc. shots incur 
  this penalty).  This penalty is not cumulative on shots after the 
  second (further shots are only ever at -1). 
  -1
  Zombies and Characters with the Animal special rule can only perform actions marked with an asterisk (*).
  
  FIREARMS TABLE
  Weapon Name
  Class
  Range 
  Damage
  RoF
  Knockback
  Reload
  Special Rules
  Revolver*
  Pistol
  12”
  3
  1
  1
  6
  Semi-Automatic*
  Pistol
   12”
  3
  2
  1
  10
  Magnum*
  Pistol
  12”
  4
  1
  2
  6
  Noisy 1
  Surplus SMG
  SMG
  12”
  3
  3
  1
  6
  Military SMG*
  SMG
  18”
  3
  3
  1
  8
  Hunting Rifle
  Rifle
  24”
  3
  1
  1
  6
  High-powered Rifle*
  Rifle
  30”
  4
  1
  2
  4
  Noisy 1,
  Military Sniper Rifle*
  Rifle
  30”
  4
  1
  2
  6
  Noisy 1, Lobotomizer 1, Highly Specialized
  Surplus Assault Rifle
  Rifle
  18”
  4
  2
  2
  10
  Noisy 1
  Military Assault Rifle*
  Rifle
  24”
  4
  3
  2
  12
  Sawn off/Breech Loading Shotgun
  Shotgun
  3/6/9”
  6/4/2
  1
  3/2/1
  2
  Stepped Fire, Point Blank
  Pump-Action Shotgun*
  Shotgun
  6/12/18”
  6/4/3
  1
  3/2/2
  5
  Stepped Fire, Point Blank
  Combat Shotgun*
  Shotgun
  6/12/18”
  6/4/4
  2
  3/2/3
  5
  Stepped Fire, Point Blank
  Squad Automatic Weapon*
  Heavy
  24”
  5
  4
  2
  15
  Noisy 1, Heavy 1, Slow Reload, Highly Specialized
  Minigun*
  Heavy
  18”
  5
  6
  1
  20
  Noisy 2, Heavy 2, Slow Reload, Highly Specialized
  Hunting Bow
  Sporting
  9/18”
  3/2
  1
  0
  2
  Lobotomizer 2, Stepped Fire, Silent
  Hunting Crossbow
  Sporting
  12/24”
  4/3
  1
  0
  2
  Lobotomizer 2, Stepped Fire, Silent
  Thrown Explosive*
  Explosive
  *
  4
  1
  5
  *
  Explosive 3, One-Use, Thrown, Noisy 2
  Fire Bomb
  Explosive
  *
  3
  1
  1
  *
  Explosive 3, One-Use, Thrown, Noisy 1, Fire
  CLOSE QUARTERS WEAPONS TABLE
  Weapon
  CQC 
  Modifier
  Strength 
  Modifier
  Special Rules
  Chainsaw
  -1
  4
  Noisy 2, Heavy 2, 
  Lobotomizer 2
  Club *
  0
  1
  None, 
  Heavy Blade
  1
  2
  Lobotomizer 1
  Heavy Club
  -1
  3
  Heavy 1, 
  Lobotomizer 1
  Knife*
  1
  +/-0
  Lobotomizer 1
  ZOMBIE INFORMATION
  AP
  CQC
  FA
  S
  E
  DC
  H
  I
  5
  2
  0
  3
  *
  1
  3
  0
  Moving Zombies – Move towards nearest non-zombie model in Line of Sight. If no target in LoS, move towards 
  the closest model that tested for a Noise Token during the Menace Phase. If no targets available, do not move.
  Damaging Zombies – Instead of making a damage roll, roll 1D6. On a 5 or 6 the model has been hit in the head 
  and takes 1 damage. If it is a ranged attack, on a roll of 1-4 the Zombie receives Knockback tokens equal to 
  the Knockback statistic of the weapon being fired.
  FOR MORE INFORMATION AND GAMING RESOURCES, 
  PLEASE VISIT WWW.OSPREYGAMES.CO.UK
  
SOURCE: textdata/thevault/Osprey System/Last Days Zombie Apocalypse/LDZA - Last Days Zombie Apocalypse - Quick Reference Sheet.pdf