The workshop is the heart of any settlement. Without this multi-use, multi-tool setup there'd be no way of setting up junk barricades, tilling soil to grow food, or building dwellings. It's also the core target for most raids, as it stores spare junk and materials from the whole settlement. Other workbenches specialise in their applications, but without the workshop, nothing gets made.
Armor workbenches are your first step towards survival in the wasteland. It's all well and good having plate of metal stitched together, but if you don't reinforce and look after it any wild shot could rapid end your wandering days. Upgrade, add pockets or padding, and generally keep yourself looking dressed up to the nines even the in the sturdiest combat armor with this setup.
For the chem connoisseur, there's only one way forward - getting high on your own supply. Jet, mentats, buffout and more are all available if you've got the makings and steady hands. Chemistry stations mean fewer impurities and better effects to all the best combat winning, life save and mind enhancing substances you could want.
If you're more in the market for heavy firepower in battle, the Weapons workbench is your best friend. Mod and customise your favour weapons so that they keep up with the tougher enemies you'll have to face the further afield you venture. Add burning rounds, strap scopes to your guns and up the calibre of all your firearms to take on all comers.
All the guns in the world won't help if you get slashed by a Deathclaw or stomped by a Behemoth. You'll need power armor, upgraded to face threats of all types in the wasteland. No normal human can easily hold any mark of power armor and weld at the same time; that's where the power armor frame comes into its own. Get to those hard to reach places, then modify them with coatings and paint jobs so that the enemy can't get to those hard to reach places. You'll thank your lucky stars down the line.
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
'
'
'
Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
'
'
'
Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
'
'
'
Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
'
'
'
Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '