Fabricators are multi-purpose construction and maintenance tools for high industrial work in advanced societies. Essentially mobile 3D printers, Fabricators store the patterns for various robotic assistants and large-scale construction projects in their memory.

Fabricators are the “decorator crabs” of the dangerous reef of urban decay. They utilize a hybrid system of bolting a haphazard assortment of technologies onto and into themselves in efforts to avoid detection, escape dangerous situations, and as a last resort to destroy threats they cannot escape. They also have the capability to “print” and program semi-autonomous drones that they use as detection and deterrent (weapons) systems to ensure their survival.

Playing as Fabricators

Fabricators are few in number, but ridiculously sturdy. They focus on being able to take punches while controlling territory via turrets and mines.

As Fabricators, the player often has to make hard choices regarding unit allocation: their Scrapper is both a fighter and resource harvester, and the Fabricator itself is a unit factory as well as a powerful front-line fighter. Without Energy, Fabricator units lose a lot of their offensive and defensive capabilities, and the Fabricator itself cannot build most units.

Fabricator units take a long time to build, so the choice of whether to Recycle them or repair them (which gets expensive fast) is often a tough one, too.

The Foreman

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 more units to be built.
  • 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.

Tier 3 Units – Metallics

Metallics focuses on consistency and versatility: it is filled with powerful and consistent units that are not highly Energy reliant. Metallics units tend to be slow, and their armies few in number.

  • The Switcher is a highly versatile unit in the Fabricator’s arsenal, and is accessed via upgrading a Scrapper. The Fabricator is able to reconfigure its weapon between a couple of different options, and all Switchers also change their weapon to match that of their parent Fabricator. This allows the Fabricator player to instantly get firepower suited to the situation at hand, a solid response to Dendrite Drone Controllers switching out what units they provide.
  • The Flechette is a powerful harassment unit and is upgraded from a Censor. It’s fast, and manufactures Flechette Missiles within itself. These Flechette Missiles are all launched in a group at its attack target, dealing massive damage all at once but requiring time for each missile to be rebuilt to deal additional damage. Missiles can be fired individually, but are built fairly slowly, making it more sensible to unleash their payload and retreat to fire a new salvo later.

Tier 3 Units – Magnetics

Magnetics focuses on Energy mangement: keeping Fabricator armies topped up while limiting enemy Energy reserves. Magnetics armies tend to be more mobile and higher in number than Metallics armies.

  • The Dynamo is a flying Energy support unit that is accessed via upgrading a Censor. Dynamos disable enemy Energy users while slowly draining their Energy. 
  • The Inverter is the ultimate Glass Cannon for the Fabricators, dealing immense damage in a line, at a tremendous distance, with its railgun, though unable to attack if it has no Energy. It is accessed via upgrading an Absorber. Also, it can stun enemy Energy-dependent units in an area.

Tech Tree