Bought at last for westerns and moonshine, the fabricator turns mana potions into the power the whole rescue runs on.
Carl finally owns the machine he coveted in Limp Richard's shop, and not for its 75,000-gold sticker price: he traded the rest of his Louis L'Amour paperbacks plus a single jug of moonshine to the moleman shopkeeper, who had already devoured the earlier books and practically begged him for the deal. Carl had suspected the fabricator's odd placement in the very first store he came across was no coincidence, and by Station 75 he is glad he acted on it.
The economics are simple and, on this floor, decisive. Each Dwarven Battery takes four full mana potions to charge and only five minutes to do it, and the fabricator came with fifty blocks. Most sit at 10-15%, five arrived fully charged and another five at 50%; charging two more himself to see how it worked leaves Carl with twelve usable batteries. Since the Interdiction Rapid-Response Railway Repair Cart takes three batteries apiece, twelve is exactly four carts' worth — which is why he strips every empty battery out of every Interdiction Auxiliary Railway Repair Cart in the yard, forty-plus more for the stash. The mana potion supply is healthy but finite, and the section on power supplies in The Dungeon Anarchist's Cookbook is what taught him how any of it works.
A microwave-sized dwarven machine that swallows poured mana potions and a metal block and produces a charged brick-sized battery.
The party's power plant — the reason batteries, not the dead third rail, can move the rescue carts.