The Fabricators faction is centered around the monolithic Fabricator: a giant construction system, originally designed for automating large-scale construction, demolition, and repair projects for space stations and advanced municipalities. They’re self-contained construction crews: requiring only free access to building material and power sources, Fabricators can ‘print’ out any tools it needs using patterns downloaded from local processing centers.

In the world of S.C.R.A.P, the Fabricator is a force to be reckoned with: a mobile unit factory, resource drop-off, and weapons system in one. It is constrained by physical location and available Energy for construction or offense: it needs to retreat to bases to recharge its batteries and continue building units or throwing out damaging abilities.

The Fabricator is a single point of failure: it’s your only source of production, your primary way to take new bases, and valuable in a fight. Playing the Fabricators faction well is a matter of knowing where the Fabricator is most valuable at any given time, and ensuring it always has enough resources to do its job.

The Fabricators faction are few in number, but incredibly sturdy. Their units tend to be fairly competent at a single task, with complimentary designs that make the whole of a Fabricator fighting force more than the sum of its parts. Fabricators struggle to dominate the air in the early game, and must press hard to keep their Dendrite opponent from expanding unopposed.

Fabricator Units – Tier 1

  • The Relay is a utility unit for the Fabricator’s faction. They provide Supply to allow the Fabricator to produce more units, and can switch between two support auras. The first is Response Protocols, which increases the movement speed of nearby units; the second is Defensive Protocols, which causes nearby units to take less damage. While Relays are useful for economy (allowing Scrappers to return resources more quickly) and in combat (closing on enemy units and/or taking less damage from enemy attacks) losing a Relay is a major blow to a Fabricator’s ability to rebuild its army, and can blunt an offensive or make a retreat more costly.
  • The Scrapper is a multi-purpose offensive and economic unit. It is both the core of most Fabricator armies due to its relatively high health and solid damage output, and the primary harvester of resources. Like Relays, the challenge in using Scrappers well lies in knowing when to commit them to combat, and when to keep them away. They’re great units, but losing them can cripple a Fabricator’s ability to harvest resources.

Fabricator Units – Tier 2

  • Recyclers are another utility unit. They serve as proxies for the Fabricator around the map: Recyclers can build defensive mines and turrets, serve as resource drop-off points, and can build Generators to capture bases or Data Cores. Later in the game, they can be upgraded to repair nearby units, further reinforcing the Fabricator faction’s combat durability. Also, Recyclers can convert any friendly building or unit back into resources at 100% cost efficiency, allowing the player to sell off captured enemy base structures or to reconfigure their army on the go.
  • Censors are a scout and combat manipulation unit. They can see Invisible units or structures and can fly, making them valuable information-gathering tools in the otherwise relatively slow Fabricator arsenal. When immobile, Censors generate a dampening field that prevents enemy units from spending Energy. Since many units spend Energy to attack, this can completely shut down portions of an enemy assault. Censors also block a wide range of enemy abilities, buffs, and debuffs.
  • The Junkslinger is a glass cannon: slow and fragile, but with the best DPS per cost in the Fabricator arsenal. Also, Junkslingers can spend resources and Energy to throw a glob of molten Scrap at enemy armies, dealing area damage to anything it hits. Junkslingers spend Energy to attack, and when their Energy reserves are exhausted, their range and attack speed are reduced.
  • The Ram is a damage soak and combat manipulation unit. Their Cascade Inhibitor cannon slows enemy units in an area, and their high armor shrugs off small arms fire, making them a protective bulwark against incoming swarms of enemy units.




Faction Basics The Dendrites are a consensus consciousness: effectively, they are a single mind distributed across the processing power of hundreds of machines. There’s no mainframe to kill, no Overmind or Queen or Fabricator driving the Dendrites. This makes them, as an organism, incredibly adaptable and difficult to kill. Every new Dendrite makes the entire consciousness that much smarter and more durable.

While they may be distributed, Dendrites have designed an architecture, a hierarchy, to make things run more smoothly. Axons serve as processing and repeating stations for the gestalt consciousness, and help to keep the organism’s thoughts in order. While the loss of an individual Axon is relatively minor, the loss of several in quick succession is sufficient to drive a Dendrite mind into disorder, and cause it to hide its various members to recoup.

In the world of S.C.R.A.P, Dendrites are more base-focused than Fabricators. Their base’s central structure, the Axon, produces Assemblers, which can turn either into structures or into batches of Dendrite units. This semi-fixed production model puts more emphasis on base locations and makes aggression slightly more difficult as Dendrites don’t have a mobile defender’s advantage like the Fabricator does. However, Dendrite units tend to be more numerous than Fabricators, and they are able to do more last-minute production.

Core Units

  • Imbuers are special-purpose Dendrites tasked with bringing new machines into the consensus. They serve as the host and manufacturer of a nanite swarm that is able to reprogram and re-configure a wide variety of civilian and municipal machines and computer equipment to suit Dendrite needs – they’re able to ‘convert’ enemies. Imbuers can be upgraded with a variety of auras and abilities that are valuable to Dendrite combat operations. Imbuers are highly specialized equipment, and deemed vital to the Dendrite cause. The loss of an Imbuer is a major setback to Dendrite operations.
  • Assemblers are general purpose construction machines, that serve as mobile manufacturing for roving Dendrite swarms. Assemblers are not factories in a traditional sense, and reconfigure their own components to perform specialized functions. That is, Assemblers physically assemble themselves into Dendrite units or structures. Thus, the Assembler is the literal building block upon which Dendrite-driven tech is built.
  • Concussors are the soldier ants of a Dendrite hive. They use sonic shockwaves to shake apart enemies. The generators used to emit these concussive blasts are Energy-intensive, and a Concussor’s damage decreases as its Energy is spent.

Dendrites Units – Tier 1

  • Currents are the only unit produced directly by Assemblers. They are temporary units, and expire after a brief life. Their HP and damage are phenomenal for their cost, and they make an excellent damage sink. Currents are also immune to damage from electric-based weapons like the Ram’s Cascade Inhibitor. Currents can also be used to power up some Dendrites units and abilities: for instance, Reclaimers harvest resources more quickly for each nearby Current.
  • The Receptor is the harvester unit for the Dendrites. They do not need to drop off resources at a storage facility, and simply harvest continually in-place. Upgrades can allow them to attack enemy units and move more quickly. Receptors have little tactical value and are mostly a liability that must be defended. However, Receptors do have the ability to temporarily scramble the electronics of attacking units, rendering them disabled for a brief period. It’s scarcely enough to defend itself, but this System Scrambler synergizes well with many other Dendrite units and abilities.
  • Needlers are a specialized Dendrite anti-armor unit. They are slow and fragile, but have incredible attack range and do tremendous damage to hardened targets. They are also the primary anti-air unit in the Dendrite’s arsenal.
  • Harbingers are a combined scout and harassment unit. They have a fast fire rate, making swarms of Harbingers deadly, but they do so little damage per shot that hardened targets can shrug them off with relative ease. Harbingers can only attack ground targets.