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 and weapons system. 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 primary source of production, your primary way to take new bases, and invaluable 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 Foreman is one of the most important units in the Fabricator’s arsenal. It produces Scrappers (see below) and is the drop-off point for resources. It’s a source of area healing (though at a cost) and can build defensive turrets and capture bases. Additionally, Foreman provide Supply for Fabricator armies, allowing them to build more units.
  • 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 Foreman, 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

  • Demolition Rigs are another utility unit. They’re demolition specialists, as their name suggests: though they attack very slowly, they can attack air and ground targets and deal tremendous damage to structures. They also produce Excavator units and can deploy landmines against the Fabricator’s enemies. If the player chooses the Metallics tech branch, Demolition Rigs can also consume enemy units in one fell swoop with their Processing ability.
  • 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 Excavator is a glass cannon: slow and fragile, but with the best DPS per cost in the Fabricator arsenal. Also, Excavators can spend resources and Energy to throw a glob of molten Scrap at enemy armies, dealing area damage to anything it hits. Excavators spend Energy to attack, and when their Energy reserves are exhausted, their range and attack speed are reduced.
  • The Absorber 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. Absorbers have an Energy reserve they use for additional health, and while they have Energy, they move faster and deal additional damage to 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

  • 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. When they die, Concussors explode violently, dealing damage to the health and energy of nearby enemies.
  • The Drone Controller is one of the core Dendrite units. They produce swarms of drone units (see Shock Drones and Harbinger Drones below) to defend the more important and fragile Dendrites.
  • Shock Drones are anti-caster damage soaks. Their actual damage is low (though very good for their marginal cost) but they’re tough for their cost. With each attack, Shock Drones also drain Energy from their target, making them good to use on enemy units highly dependant on Energy.

Dendrites Units – Tier 1

  • 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.
  • 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.
  • Harbinger Drones are aerial DPS damage dealers. Produced by Drone Controllers, they can’t take hits nearly as well as Shock Drones, but they do much, much more damage. Additionally, their parent Drone Controller moves slightly more quickly when producing Harbingers.