The third store of Scrap value are units and structures themselves. Virtually everything will decay into Scrap once killed. For balance reasons, it takes a unit considerable time to decay into Scrap. Currently, there’s a 5 minute window where any unit killed becomes a “burning wreck” with 60% HP and Scrap armor type. At the end of that window, whatever HP the unit has remaining is converted into a Scrap field of that Scrap value.
This way, players are encouraged to vie for control of old battlefields until the timer runs up and the Scrap is harvestable. Also, a player who feels they may not be able to control the Scrap when it becomes harvestable can attack the Burning Wrecks to reduce the value (or completely kill off) of the resulting resources. My hope is that fields of burning wreckage become ever-shifting points of interest on the battlefield as players vie for control of these reusable (though diminishing in returns) resources.
Lastly, each faction has a T2 method for getting access to burning wrecks early. The Fabricators faction have a “processing” effect that will take any unit or burning wreck and convert it into 25 resources (to be adjusted depending on balance). This can be used to kill enemy units, clear out fields of wrecks at a loss, or to quickly recycle one’s own units in a pinch. Currently, “processing” is an ability available to the Fabricator at T2, and to a single T2 unit, which depending on research choices, the player may not have access to.
The Dendrites cannot process units into scrap metal, but they are able to resurrect them. I haven’t implemented this yet, but see it working in one of two ways. First, a T2 ability may work like WarCraft 3’s Undead Death Knight hero’s ultimate ability: a small group of units would be resurrected temporarily (with whatever health their Burning Wreck would have had) after which they’re permanently destroyed. An alternate method would be “spending” an existing unit to permanently resurrect an individual unit with whatever missing health its wreck had.