Brigador Killers Salvage, Scrapper, and Fabricator
Turn captured vehicles into parts, rebuild chassis, and spend credits without dying on the Causeway.
Salvage and fabrication are the Garage’s industrial heartbeat. In Brigador Killers you do not only loot guns—you haul vehicles home, strip them on the Scrapper, and spend the resulting parts at the Fabricator to birth new rides or upgun humble platforms into technicals. Credits picked from bodies and crates feed the Merchant Causeway economy for exotic components you cannot easily farm. This guide ties those systems together so you stop staring at confirmation prompts wondering which pad does what.
For base layout and gantry rules, keep the Garage Guide open in another tab. For mounting the guns you just unlocked, finish with Mount Weapons.
Why crates and cars changed
Older experimental builds treated crates as weapon boxes and cars as trophies to park. Fabricator-era design adds a second utility layer:
- Crates can hold build components and modification parts alongside ammo and firearms.
- Vehicles can be preserved, stripped into parts, or used as Fabricator inputs for upgraded variants.
That means every abandoned Varlet or panel van on a map is potential feedstock, not only a taxi. It also means death hurts more: the hauler you risked might have been your next Chibi-Moto’s skeleton.
Using the Scrapper
After the Garage tutorial, find the Scrapper near the leftmost exit. Park a salvaged vehicle on the pad and interact with the console. Confirmation strips the vehicle one “layer” at a time—for example removing a storage package from a Varlet—leaving a reduced form you can fabricate with or continue stripping toward base components.
Parts and components land automatically in the Garage Armory under the ammo-side storage views used for materials. You do not need to micro-carry every nut by hand if the Scrapper finishes cleanly. Strip deliberately: sometimes the intermediate chassis is more valuable as a Fabricator input than a full breakdown.
Using the Fabricator
The Fabricator sits near the topmost Garage exit. Select a recipe from the list, watch the pad preview, and confirm BUILD only when required parts light up as available. Two common patterns:
- Build from scratch — Example path: scrap enough from a Varlet to afford a Chibi-Moto. The moto can be driven or carried like a backpack-class utility, speeding rotations between pads and elevators.
- Upgun in place — Park a Liliputter on the Fabricator and choose its upgunned variant. You may still need small hardpoints and armor parts. Hardpoints can often be fabricated from simple parts in the Garage; armor frequently hides in early-mission chests.
When fabricating crates meant for a Tuk Tuk bed or similar cargo vehicle, park the vehicle on the Fabricator first so the finished crate auto-loads onto the chassis. Oversized pieces may require the Garage’s Agrav hauler—do not assume every output fits in on-foot MNT slots.
Credits and Merchant Causeway
Credits weigh nothing. Spend them at the merchant by selecting the Merchant Causeway mission. You arrive at the shop immediately after leaving the Garage, which feels generous until you remember the exit: the Causeway is heavily patrolled by NOSPOL. Kit for a fighting withdrawal, not a grocery run in flip-flops.
Park a crate-capable vehicle on the merchant pad so purchases auto-store onto the vehicle. Getting the crate back to the Garage is the real skill check. If you die, remember mission loadouts can be lost—read Inventory and Loadouts before betting a rare shopping cart on a loud escape.
Practical crafting loop
- Deploy on a mid-low mission with disposable guns (Combat Tips).
- Prioritize a towable or driveable salvage vehicle plus any parts crates.
- Extract, gantry the prize, Scrapper what you do not need to keep intact.
- Fabricate missing hardpoints, then upgun a platform you already understand how to drive.
- Armory-mount small firearms onto the new hardpoints (Mount Weapons).
- Reinvest surplus credits into Merchant exotics only when you can escort the crate home.
Common mistakes
- Scrapping a unique chassis you still needed for an upgun path.
- Building a hardpoint vehicle and forgetting it only accepts small stowage guns.
- Visiting the merchant on foot with no cargo plan.
- Leaving fabricated outputs on the floor instead of gantries before the next deploy.
- Ignoring Crow’s Field as a parts top-up after a wipe.
Salvage literacy is what separates a Garage tourist from an insurgent quartermaster. Master Scrapper patience and Fabricator checklists, and every mission starts dropping infrastructure instead of random clutter. Cross-check binds in Controls if pad interactions fail, and return to Getting Started whenever a patch reshuffles the early unlock order.
Frequently Asked Questions
Quick answers to the most common questions.
What does the Scrapper do?
It strips salvaged vehicles into parts and components, layer by layer, and sends those materials into Armory storage for Fabricator use.
Can I upgun vehicles I already own?
Yes. Park a compatible chassis like a Liliputter on the Fabricator and build the upgunned variant when hardpoints and armor parts are available.
How do I reach the merchant?
Choose the Merchant Causeway mission. You arrive at the shop immediately, then must fight back along a NOSPOL-patrolled route.
Do credits take inventory space?
Credits weigh nothing. The risk is not carry weight—it is surviving the Causeway with the crates you buy.
Where do I mount guns after fabricating?
Drive the hardpoint vehicle to the Armory pad and assign firearms there. See [Mount Weapons](/guides/mount-weapons/).