Jury Rigging

Jury Rigging is a perk in Fallout: New Vegas.

Effects
With this perk, one can repair weapons, armor and clothing based on category instead of type. For example, the rare Ranger Sequoia can be repaired with the common .357 Magnum revolver, and the unique Stealth suit Mk II can be repaired with a set of NCR armor.

There are 13 categories of weapons that the perk will enable repairing within: unarmed, one-handed melee, two-handed melee, energy pistols, energy rifles (laser), energy rifles (other), energy weapons (heavy), one-handed guns, two-handed automatic guns, bolt/lever-action guns, miniguns, grenade launchers and missile launchers. Likewise, clothing can be used to repair each other within their category (light, medium, heavy). Finally, almost all headgear can be repaired with any other headgear.

Weapons are categorized, to some extent, by the method in which they are fired. For example, the bolt-action anti-materiel rifle can not be repaired by a sniper rifle because the sniper rifle is a semi-automatic firearm, but it can be repaired by the hunting rifle as it is also a bolt-action weapon. However, some discrepancies arise with other weapons. For example, the 12.7mm SMG is categorized as a two-handed gun and therefore can not be repaired by the 9mm and 10mm SMGs, since they are one-handed guns. A mostly complete list of all weapons that fall into specific categories can be found below.

A simple way to tell what weapons can repair each other is to look at the way that the player holds the weapon, in addition to the general type of the weapon (Guns, Energy, Explosives, etc.). For example, as the player holds the plasma rifle in the same way that they hold the laser RCW, Jury Rigging lets the player repair them with each other, even though one is laser and one is plasma. However, since the laser rifle is held differently (more like a bolt/lever action gun), one cannot use it to repair the laser RCW, nor vice versa.

This perk reduces the need to effect repairs using weapon repair kits or non-player characters. It also allows the player character to reliably repair their weapons with similar, much cheaper ones from fallen foes after or during combat without having to seek out an exact match. Characters who use low-durability weapons and picked the Built to Destroy trait, or find themselves using surplus or over/max-charged ammunition often, reap greater benefits from the perk. It can also be a big help to those who favor certain unique weapons like the YCS/186 or Oh, Baby!, whose normal repair counterparts are rare or expensive, or weapons that do not have a standard repair counterpart (like the X-2 antenna, which is a completely unique weapon). This goes for armor as well, meaning that even Remnants power armor can be maintained on the cheap with a set of metal armor.

Jury Rigging also allows the player to repair common items with rare or powerful items, potentially causing the player to lose these items accidentally, so it's advisable to pay close attention when repairing items.

Repair categories
Each weapon and armor falls under a specific category in which all weapons/armors repair each other.
 * ¹ denotes the least expensive. (add-on items excluded)
 * ² denotes the most expensive item that may be readily purchased or found in a class. (add-on items excluded)
 * ³ denotes unique weapon with no common variant available.
 * Italics denote add-on content.
 * Note: In cases where multiple items could be listed, the most commonly occurring item is used.

Weapons
Weapons are listed by their base variants and in alphabetical order, except in cases when it is unique.

Two-handed melee

 * The throwing knife spear can be used to repair the knife spear, but not other two-handed melee weapons.


 * The proton throwing axe can be used to repair the proton axe, but not other two-handed melee weapons.
 * The throwing spear can be used to repair pool cues, but not other two-handed melee weapons.

Energy rifles (other)
Note: The laser rifle can also be used to repair the recharger rifle.

Unaffected weapons
Each of these weapons is in its own category and can only be repaired by a copy of itself, its unique variants or a weapon repair kit.

These weapons are: grenade machinegun, holorifle, shoulder mounted machine gun, Tesla cannon, and the binoculars.

The minigun has no non-unique variants.

Armor
Legend


 * Name: The name of the gear in question; usually what appears on the Pip-Boy.
 * DT: This is the Damage Threshold of the gear. It is the amount of damage one can expect the armor to absorb before the user suffers hit point loss. This would replace the Armor Class mechanic from previous titles.
 * DR: This is the Damage Resistance of the gear. It is the percentage of damage one can expect the armor to absorb. This is used very rarely in Fallout: New Vegas.
 * Weight: How heavy the item is, adding to the Carry Weight.
 * Value: How much one can expect to sell the gear for, assuming the merchant is buying the items at 100% of their value.
 * Health: This is the hit points of the gear when in full condition. It shows how tough it is.
 * Quest: Whether the gear is a crucial part of a main or side quest.
 * Limit: Whether the gear is in limited supply.
 * Effect: Whether the gear has any positive or negative attributes that affect gameplay.
 * Faction: Whether the gear acts as a disguise towards one or more factions.

Clothing
Most wearable items that are classed as clothing (such as hats and eyewear) cannot be repaired by merchants that offer repair services. This requires the player character to either use compatible clothing in the item's class or select the Jury Rigging perk to repair clothing items.
 * Unique apparel is highlighted.


 * * The player character will be dressed as White Glove Society if wearing both pieces of marked equipment.

Armor

 * Unique apparel is highlighted.

Headgear

 * Unique apparel is highlighted.

Other

 * * The player character will be dressed as White Glove Society if wearing both pieces of marked equipment.

Unaffected Armor and Clothing
The riot gear helmet and its variants are the only headgear classified as "Heavy." Since they can already repair one another freely, Jury Rigging only has the effect to allow them to be repaired by heavy armor. The other helmets and masks from Lonesome Road are classified as "light" and can be Jury Rigged with any other headgear.