Australia’s Own Fragged Empire Returns to PAX AUS

Australia’s Own Fragged Empire Returns to PAX AUS

Wade Dyer is back at PAX AUS, and he’s bringing Fragged Empire with him….again. If you’ve been following the game since its original release in 2016, you’ll know it’s built a solid fanbase. Not just here in Australia, but internationally too. Over the years, Wade’s expanded the universe with a bunch of new settings. Some are wildly different; pirates on the high seas, the sprawling city-world of Aeternum, cyberpunk dystopias, even classic medieval and sci-fi backdrops. It’s a lot.

This year, though, Wade’s doing something a bit different.

“This year is a big one for Fragged at PAX, as it’s the first year where I’m showcasing two non-RPG products—a board game and a tabletop skirmish game. My skirmish game will be for sale, and there will be demo games of my board game by my co-designer Karl Lange.”

So yeah, not just RPGs anymore.

What Is Fragged Empire?

If you’re new to it, Fragged Empire is a tabletop roleplaying game set in a “post-post-apocalyptic” sci-fi universe. That phrase might sound odd at first, but it fits. The setting takes place after a massive galactic war, with genetically engineered species slowly venturing back into space after a century of isolation.

The themes? They lean into cultural tension, exploration, and a kind of cautious optimism. It’s not grimdark, but it’s not shiny utopia either. Think Firefly meets The Expanse, with a bit of its own flavour.

Gameplay-wise, you and your friends play a crew, usually a mix of misfits from one of eight core species, and fly around the sector doing odd jobs, getting into trouble, and trying not to die. It’s classless, which means you can customise your characters and gear however you like. That flexibility is a big part of the appeal.

Mechanically, it’s built around rolling three six-sided dice (3d6). You add bonuses or penalties depending on the situation. High rolls are good. Low rolls… not so much. Rolling a six triggers something called a “Strong Hit,” which unlocks special abilities. It’s simple, but it has depth.

You can run it as a gritty survival story or a sweeping space opera. It’s what Wade calls “medium crunch”, enough rules to sink your teeth into, but not so many that it bogs down the story.

Fragged: Cosmos

Comos 1

This is one of the new games Wade’s bringing to PAX. It’s a board game, co-designed with Karl Lange (you might know him from Octocube, A Peaceful Garden, or Borogoves in Jabberwocky).

Fragged: Cosmos is a non-destructive legacy game. That means you won’t be tearing up cards or permanently altering the board. Instead, you’ll captain a ship, recruit a crew, and explore the galaxy. Missions evolve, new content unlocks, and each session feels a little different.

It plays with 1–5 people and takes about 90–120 minutes. You start with an empty ship and take two actions per turn, moving between planets, upgrading gear, trading, recruiting, that sort of thing. Missions vary: some are about transporting goods, others test your skills with dice rolls, and some require teamwork.

One neat twist is the time mechanic. Missions and crews don’t stick around forever, so you’re constantly racing the clock. It adds tension, but not in a stressful way. More like, “Oh no, I need one more turn!” kind of way.

Fragged: Double Tap

Double Tap 3

The second new title is Fragged: Double Tap, a skirmish game set in the same universe. Wade’s launched a Kickstarter for it, and it’s already generating buzz.

This one’s all about small-scale, high-stakes battles. You’ll command teams of heroes, soldiers, monsters, and robots. The action-reaction system keeps both players involved at all times, which is a nice change from games where you spend half the time waiting for your turn.

Terrain matters. Line of sight matters. Reaction attacks mean you can’t just charge in without thinking. It’s tactical, but not overwhelming. And yeah, it’s packed with lore. If you’re already into Fragged Empire, this expands the universe in cool ways.

“Fragged: Double Tap is a post-post-apocalyptic sci-fi tabletop skirmish game that focuses on high-stakes battles between small teams of heroes, soldiers, monsters and robots… With its deep lore, customisable forces, and an expanding range of miniatures, Double Tap offers an immersive experience that rewards strategy and creativity.” — Wade Dyer

How It Plays

Building Your Force and Taking the Field

Before the game begins, each player secretly assembles a force, usually capped at 45 points. That number gives you just enough room to experiment without overwhelming you with options. You’ll be choosing from Specialists, Henchmen, Upgrades, and Tactical cards. The Tactical card is worth pausing on for a moment. It’s not just flavour. It actively reshapes the mission objectives for both players. Sometimes subtly, sometimes dramatically. It’s one of those mechanics that makes you rethink your strategy mid-game, which is… honestly, kind of fun.

Once forces are built, there’s a quick check. Whoever has the most units from a single faction becomes the “Topdog.” It’s not just a title. It comes with perks. Topdog gets priority in deployment and turn order, which can be a real advantage depending on the map layout and objectives.

Gameplay unfolds in alternating turns. You activate one unit at a time, and during that activation, the unit can move, attack, or do both. Movement is measured horizontally only. You can’t pass through enemies or objectives. It’s a small restriction, but it forces you to think more tactically about positioning.

Combat is straightforward. You roll a number of six-sided dice, and each result of six deals one damage. That simplicity keeps things moving, but it doesn’t mean the game lacks depth. Far from it.

Australia’s Own Fragged Empire Returns to PAX AUS

Terrain and Reactions

Terrain is more than just decoration. It’s classified into three types: Accessible, Hazardous, and Shrouding. Each affects movement and combat in different ways. Hazardous terrain might punish careless movement. Shrouding can block the line of sight or offer cover. It’s not always obvious how to use terrain to your advantage, but once you get the hang of it, it becomes a key part of your strategy.

Then there’s the Reaction system. This is where things get interesting. After a unit completes its action, enemy units may respond with a counterattack. It’s not guaranteed, but it’s frequent enough that you start second-guessing every move. Should you push forward aggressively? Or hang back and bait a reaction? It adds a layer of tension that’s hard to ignore.

Winning the Game

The match runs for a set number of activations. Once those are done, it’s not about who dealt the most damage. It’s about control. The player who holds the most objectives at the end wins. That focus on positioning over brute force gives the game a more strategic feel. You can lose half your units and still win if you’ve played the objective game well.

See It at PAX

Wade will be selling Fragged: Double Tap and demoing Fragged: Cosmos with Karl Lange at PAX AUS. If you’re heading there, swing by booth TT2224. Try a demo, ask questions, and pick up a copy.

Please consider supporting the author through his “Buy me a Coffee” page.

 

Read Previous

Jackbox Games Releasing The Jackbox Party Pack 11 on October 23, 2025

Read Next

Logitech G Fires Up Australian Gaming With Major Announcements And Esports At Logitech G Play 2025

Most Popular