Jury Rigging

Jury Rigging is a perk in Fallout: New Vegas.

Effect
With this Perk, you can repair items based on category instead of type. For example, you can repair the rare Ranger Sequoia with the common .357 magnum revolver. The same goes for armor and clothing as well.

There are 14 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, grenade machine guns and missile launchers. Likewise, clothing can be used to repair each other within their category (light, medium, heavy). Finally, 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, an anti-materiel rifle cannot be repaired by a Sniper Rifle, because the sniper rifle is a semi-automatic firearm. The anti-materiel rifle CAN be fixed by weapons such as the hunting rifle, since they are both bolt-action. Some discrepancies arise with some other weapons though. 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 follows.

A simple way to tell what weapons can repair each other with Jury Rigging, is to look at the way that the character holds the weapon, in addition to the general type of the weapon (Guns, Energy, Explosives, etc.). For example, since the character holds the Plasma Rifle in the same way that he/she holds the Laser RCW, Jury Rigging lets you 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), you cannot use it to repair the Laser RCW, nor vice versa.

Repair Categories
Each weapon and armor falls under a specific category in which all weapons/armors repair each other. To help with determining cost effectiveness when repairing, the least and most expensive items in each category have been denoted with a ¹ and ² respectively.

Weapons
Weapons are listed by their base variants, except in cases when it is unique (Ex. That Gun).

Unarmed
Ballistic Fist²; Bear trap fist; Boxing Gloves; Boxing tape¹; Bladed gauntlet; Brass knuckles; Displacer glove; Dog tag fist; Mantis gauntlet; Power fist; Spiked Knuckles; Yao guai gauntlet; Zap glove; Saturnite fist; Scientist glove.

One-handed Melee
Cattle Prod; Cleaver; Combat Knife; Dress cane; Hatchet; Knife¹; Lead Pipe; Machete; Machete gladius; Police Baton; Ripper; Rolling pin; Shishkebab²; Straight razor; Switchblade; Tire Iron; Cosmic knife; War club.

Two-handed Melee
9-iron; Baseball Bat; Bumper sword; Chainsaw; Fire axe; Knife spear; Nail Board; Pool cue¹; Rebar club; Shovel; Sledgehammer; Super Sledge; Thermic lance²; Proton axe; X-2 antenna. 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.

Energy Pistols
Alien blaster; Laser pistol¹; Plasma defender²; Plasma pistol; Pulse gun; Recharger pistol; Euclid's C-Finder; Sonic emitter.

Energy Rifles (Laser)
Laser rifle¹; AER14 prototype; Tri-beam laser rifle².

Energy Rifles (Other)
Gauss rifle²; Laser RCW; Multiplas Rifle; Plasma rifle; Recharger Rifle¹; LAER. The Laser rifle can also be used to repair the Recharger Rifle.

Energy Weapons (Heavy)
Flamer; Gatling laser; Heavy incinerator²; Incinerator¹; Plasma caster.

One-handed Guns
.357 Magnum revolver; .44 Magnum revolver; .45 Auto pistol; 10mm Pistol; 10mm SMG; 12.7mm pistol²; 9mm pistol; 9mm SMG; Big Boomer; Hunting Revolver; Ranger Sequoia; Sawed-off shotgun; Silenced .22 pistol¹; That Gun; Police pistol.

Two-handed Automatic Guns
.45 Auto SMG; 12.7mm SMG; Assault carbine; Automatic rifle; Light machine gun; Marksman carbine; Riot shotgun²; Service rifle¹; Silenced .22 SMG; Sniper Rifle; Survivalist's Rifle.

Bolt/Lever-action/Pump-action Guns
Anti-materiel rifle²; BB Gun¹; Brush gun; Caravan shotgun; Cowboy repeater; Hunting Rifle; Hunting shotgun; Lever-action shotgun; Single Shotgun; This Machine; Trail carbine; Varmint rifle.

Miniguns
Minigun³;K9000 Cyberdog Gun.

Grenade Launchers
Grenade Launcher²; Grenade Rifle¹.

Grenade machine guns
Grenade machinegun³.

Missile Launchers
Fat Man²; Missile Launcher¹.

Armor
This perk is amazing for repairing faction armor. You can repair any faction armor (Legion Centurion armor, NCR Ranger combat armor, etc.) with any armor of the same faction. For example, you can repair the Centurion armor with any Legion armors, as long as it belongs to Legion faction, regardless if it is medium, light, or heavy.

Heavy Armor
All heavy armors. Metal Armor¹, T-51b Power Armor², etc.

Medium Armor
All medium armors. Combat Armor, NCR Ranger Combat Armor, Gannon family Tesla armor, etc. NCR Bandoleer/Face Wrap/Mantle/Military Police/Trooper armor¹; Combat armor, reinforced²; Combat armor, reinforced mark 2².

Light Armor
All light armors. Wasteland Outfit¹, Space Suit, etc. Pre-War clothing; Leather armor, reinforced², Vault 34 security armor, or Sierra Madre armor, reinforced if the player has the Dead Money add-on.

Headgear
All head items can repair one another due to all items being classified as "light". It is unknown if non light headgear can repair light headgear due to the the fact that they do not exist in the game. Glasses¹, Pre-War hats, T-51b Helmet², etc.

¹ Denotes the least expensive and  ² denotes the most expensive item that may be readily purchased or found in a class. ³ Denotes only item in class besides unique. In cases where multiple items could be listed, the most commonly occuring item was used or as is the case of Medium Armors multiple items were flagged. ''