
Final Days
(Kenzer boardgame)
Context
Final Days was a miniatures game published in 2004. It’s a basic, all-in-one boxed set with simplified skirmish-level rules for new players.
The game is set in the Biblical post-Rapture Apocalypse. Hunted by The Legion of the Pit, the last remnant of mankind fight for survival.
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Overview
Day and night have little meaning. Plunged into eternal twilight. It is the last days on Earth. The sun is only a smudge in the sky covered by a dark shroud. The moon, blood red.
The Earth itself no longer spins on its axis.
Almost all plant and animal life has perished. The ones that have survived are miserable creatures carrying diseases.
The Forsaken
The Forsaken are the remaining humans in this desolate world. Their existence consists of scavenging for food and drinkable water. Avoiding disease and fighting for their lives against the Legion of the Pit who relentlessly stalk them.
Many of these survivors took death as a way out. To their companions’ horror, they rose again as undead.
Mankind fights back, scavenging weapons from former cities and military facilities.
The Legions of the Pit
The forces of darkness opened the Bottomless Pit. Out of it swarmed the legions of hell. Demons of the underworld with the undead. Their only goal to end the existence of the remaining humans on Earth.
Adνеrtisеmеnt
DC Heroes RPG
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The Forsaken
Most of these characters have the Survivor Motivation and a Wealth of zero.
•••
Human Soldier
In an RPG like /DC Heroes/, individuals could have a variety of skills, advantages, and drawbacks. Presented here are basics all would likely have.
Dex: 03 | Str: 02 | Bod: 03 |
Int: 02 | Wil: 02 | Min: 03 |
Inf: 02 | Aur: 02 | Spi: 02 |
Init: 007 | HP: 000 |
Skills:
Medicine (First Aid): 03, Military Science (Camouflage): 03, Weaponry: 04
Advantages:
Familiarity (Scavenging, apocalyptic environment survival)
Connections:
Forsaken (High)
Drawbacks:
None.
•••
Human Hero
The Human Hero has the same stats as the Human soldier except for BODY 05.
•••
Human Psychic
Very similar to the Human Soldier, except the Human Psychic has psychic abilities and stronger mental stats.
Dex: 03 | Str: 02 | Bod: 03 |
Int: 03 | Wil: 03 | Min: 03 |
Inf: 02 | Aur: 02 | Spi: 02 |
Init: 008 | HP: 000 |
Powers:
Damage Transference: 08, Telekinesis: 05
Bonuses and Limitations:
- Damage Transference has Range (+1 FC) and User does not suffer any risk of injury (+3 FC)
- Telekinesis only lasts for one Phase and can only move a single inanimate object weighing less than 50 lbs. (23 Kg.).
Final Days to DCH equivalencies:
- Minor Heal – represented by Damage Transference. Limited to 04 APs
- Mind’s Eye – represented by Telekinesis
- Major Heal – represented by Damage Transference. Full AP use. Range is limited to 04 APs.
Skills:
Medicine (First Aid): 03, Military Science (Camouflage): 03, Weaponry: 04
Advantages:
Familiarity (Scavenging, apocalyptic environment survival)
Connections:
Forsaken (High)
Drawbacks:
Power Loss – Powers may only be used once each per skirmish, reduced to 00 APs after use.
•••
Human Master Psychic
Same as the Human Psychic except that Body is 02 and they have these additional divine supernatural powers:
Divine supernatural powers:
Invulnerability: 12, Stagger (Mental Linked): 08
Stagger represents the in-game Reckoning power, and Invulnerability represents Breath of Life.
Bonuses and Limitations:
- Stagger has Area Effect (+1) and only targets enemies (+1) defensive powers that add to opponent’s RV against this power are: Mind Field/Shield and Mind Blank. Range is limited to 04 APs.
- Invulnerability is useable only on others (+2), this power only last for one Phase. Range is touch. May not be used on Undead targets.
•••
Forsaken Equipment
Use standard equipment stats from our Weapon’s locker articles for their usual weapons. Pistol, shotgun, club, machete, chainsaw, etc..
In addition:
- Holy Water [BODY 01, EV 06, Bonuses and Limitations: EV is only useable against undead and demonic enemies, Grenade Drawback].
- Stake [BODY 02, Enhance (EV) 03 cap is 06 (piercing), Grenade Drawback, Bonuses and Limitations: Enhance (EV) is only 01 unless used against a vampire].
The Legions of the Pit
Most of these characters have the Nihilist Motivation and a Wealth of zero.
Zombie
Dex: 01 | Str: 02 | Bod: 03 |
Int: 00 | Wil: 00 | Min: 00 |
Inf: 00 | Aur: 00 | Spi: 00 |
Init: 002 | HP: 000 |
Powers:
Claws: 04, Life Sense: 10
Skills:
Martial Artist (AV only): 06
Bonuses and Limitations:
Life Sense is only useable on targets the Zombie can see.
Advantages:
Life Support (Full).
•••
Ghoul
Dex: 06 | Str: 02 | Bod: 03 |
Int: 02 | Wil: 02 | Min: 02 |
Inf: 02 | Aur: 02 | Spi: 02 |
Init: 010 | HP: 000 |
Powers:
Claws: 04, Cling: 05, Paralysis: 05, Running: 04
Advantages:
Life Support (Full).
•••
Vampire
Dex: 07 | Str: 05 | Bod: 06 |
Int: 02 | Wil: 02 | Min: 02 |
Inf: 02 | Aur: 02 | Spi: 02 |
Init: 011 | HP: 000 |
Powers:
Claws: 04, Control: 08, Flight: 04, Self-Linked Fog: 03, Mental Blast: 05, Phobia: 04, Shape Change: 07, Vampirism: 04
Bonuses and Limitations:
- Control is normally limited to controlling zombies. The vampire may use Control on living targets but at a reduced 04 APs.
- Shape Change only to bat or wolf (-3 FC), Elementally linked to Self-Linked Fog (-1 FC).
Final Days to DCH equivalencies:
- Fly – represented by Flight.
- Jam Weapon – represented a Mental blast.
- Icy Grip – represented by Phobia.
- Enthrall – represented by Control.
- Shapeshift – represented by Shape Change and Self-Linked Fog.
Advantages:
Life Support (Full).
Drawbacks:
Power Loss – all powers may only be used once each per skirmish, reduced to 00 APs after use (excluding Claws and Control when limited to zombies).
•••
Demon, Predator
Dex: 11 | Str: 07 | Bod: 07 |
Int: 02 | Wil: 02 | Min: 02 |
Inf: 02 | Aur: 02 | Spi: 02 |
Init: 015 | HP: 000 |
Powers:
Control: 08, Growth: 01, Flight (Winged): 04
Bonuses and Limitations:
- Control is limited to controlling zombies.
- Growth is always on and already factored in (-1 FC).
- The Predator demon must land after each phase, as their wings cannot support their mass for long.
Design notes
In the Final Days miniatures game psychic and vampire characters get a pool of supernatural points. Divine and Nosferatu supernatural powers may be purchased with these points. Passing actions also regain lost points. Assumed to be resting and meditating.
To account for this, I’ve given them the drawback, Power Loss. This gives them limited power use, once per battle, but they are regained quickly between fights.
For the Nosferatu supernatural power “Jam weapon”, Mental Blast only needs a single RAP to jam a weapon within range. All this does in the miniatures game is delay the weapon user, usually only for a couple of actions. As there are no jammed weapon rules for MEGS, taking a Phase to unjam seems reasonable.
The Zombies do have mental stats, though at 00 APs. They can be controlled by the Vampire and can be affected by the psychic’s Stagger ability.
One point of interest is that Final Days is diceless. Instead using a standard playing card deck to resolve actions.

Source of Character: The 2004 Final Days miniatures boxed set by Kenzer and Company.
Helper(s): Boardgamegeek.com (for pics of the figures),
Writeup completed on the 11th of October, 2020.