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.

Unarmed
Ballistic Fist²; Bear Trap Fist; Boxing Gloves; Boxing tape¹; Bladed Gauntlet; Brass knuckles; Cram opener; Displacer glove; Dog tag fist; Golden Gloves; Love and Hate; Mantis gauntlet; Paladin Toaster; Power fist; Pushy; Recompense of the Fallen; Spiked Knuckles; Yao guai gauntlet; Zap glove.

One-handed Melee
Cattle Prod; Chance's Knife; Chopper; Cleaver; Combat Knife; Dress Cane; Figaro; Hatchet; Knife¹; Lead Pipe; Liberator; Machete; Machete Gladius; Police Baton; Ripper; Rolling pin; Shishkebab²; Straight Razor; Switchblade; The Humble Cudgel; Tire Iron.

Two-handed Melee
9-iron; Baseball Bat; Bumper Sword; Chainsaw; Fire Axe; Knife Spear; Knife spear clean; Knock-Knock; Nail Board; Nephi's Golf Driver; Oh Baby!; Pool Cue¹; Rebar Club; Shovel; Sledgehammer; Super Sledge; Thermic Lance².

The Throwing knife spear can be used to repair the Knife Spear and Knife spear clean, but not other Two-Handed Melee weapons.

Energy Pistols
Alien Blaster; Laser Pistol¹; Plasma Defender²; Plasma Pistol; Pulse gun; Recharger Pistol; Pew Pew; Compliance Regulator; Euclid's C-Finder.

Energy Rifles (Laser)
Laser Rifle¹; AER14 Prototype; Tri-beam Laser Rifle². Recharger Rifles can be repaired by Laser Rifles, but not the other way around.

Energy Rifles (Other)
Gauss Rifle²; Laser RCW; Multiplas Rifle; Plasma Rifle; Q-35 Matter Modulator; Recharger Rifle¹; YCS/186.

Energy Weapons
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; A Light Shining In Darkness; Big Boomer; Maria; Hunting Revolver; Sawed-off Shotgun; Silenced .22 Pistol¹; That Gun; Mysterious Magnum; Police Pistol; Lucky; Vance's 9mm Submachine Gun.

Two-handed Automatic Guns
.45 Auto Submachine Gun; 12.7mm SMG; All-American; Assault Carbine; Automatic Rifle; Gobi Campaign Scout Rifle; Light Machine Gun; Marksman Carbine; Riot Shotgun²; Service Rifle¹; Silenced .22 SMG; Sniper Rifle; Survivalist's Rifle.

Bolt/Lever-action/Pump-action Guns
Abilene Kid LE BB Gun; Anti-materiel rifle²; BB Gun; Brush Gun; Caravan Shotgun; Cowboy Repeater; Dinner Bell; Hunting Rifle; Hunting Shotgun; La Longue Carabine; Lever-action Shotgun; Ratslayer; Single Shotgun; This Machine; Trail Carbine; Varmint Rifle¹

Miniguns
Minigun³; CZ57 Avenger.

Grenade Launchers
Grenade Launcher²; Grenade Rifle¹; Mercenary's Grenade Rifle; Thump-Thump. Grenade Launcher can be repaired by Minigun but not vice versa.

Grenade machine guns
Grenade machinegun³; Mercy.

Missile Launchers
Annabelle; 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. Sunglasses, Biker Goggles¹, 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. ''