Jury Rigging

"You possess the amazing ability to repair any item using a roughly similar item. Fix a trail carbine with a hunting rifle, a plasma defender with a laser pistol, or even power armor with metal armor. How does it work? Nobody knows…except you."

- Explanation of perk from Vault-Tec

 is a perk in Fallout: New Vegas.

Effects
The perk, available at level 14 or higher, allows you to repair items based on category instead of type. For example, you can repair the rare Ranger Sequoia with the common .357 Magnum Revolver. Same goes for armor and clothing as well.

There are 13 categories of weapons that the perk will enable repairing within; unarmed, one-handed melee (blunt), one-handed melee (blade), 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, heavy guns, and launchers. Likewise, clothing can be used to repair each other within their category (light, medium, heavy). Headgear are even less restricted; entire headgear - including apparels like eyeglasses - can be used to repair each other.

Weapons are categorized, to some extent, by the method in which they fired. For example, an anti-materiel rifle can not be repaired by a Sniper Rifle, because the sniper rifle is not manually re-chambered. The anti-materiel rifle CAN be fixed by weapons such as the hunting rifle, since they fire in the same way. 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 (somewhat) complete list of all weapons that fall into specific categories follows.

Repair Categories
Each weapon and armor falls under a specific category in which all weapons/armors repair each other. If you find a weapon outside of (or not included in) a category here, feel free to fix/add it.

Unarmed
Ballistic Fist; Bladed Gauntlet; Boxing Gloves; Boxing tape; Brass Knuckles; Displacer Glove; Dog Tag Fist; Love and Hate; Mantis Gauntlet; Power Fist; Zap Glove.

One-handed Melee (Blunt)
Dress Cane; Lead Pipe; Police Baton; Ripper; Tire Iron.

One-handed Melee (Blade)
Cleaver; Combat Knife; Hatchet; Knife; Machete; Machete Gladius; Ripper; Shishkebab; Straight Razor; Switchblade.

Two-handed Melee
9-iron; Baseball Bat; Bumper Sword; Chainsaw; Pool Cue; Rebar Club; Shovel; Sledgehammer; Super Sledge; Thermic Lance.

Energy Pistols
Alien Blaster; Laser Pistol; Plasma Defender; Plasma Pistol; Pulse Gun; Recharger Pistol.

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

Energy Rifles (Other)
Gauss Rifle; Laser RCW; Multiplas Rifle; Plasma Rifle; Recharger Rifle.

Energy Weapons (Heavy)
Flamer; Gatling Laser; Heavy Incinerator; Incinerator; Plasma Caster.

One-handed Guns
.357 Magnum Revolver; .44 Magnum Revolver; 9mm Pistol; 9mm SMG; 10mm Pistol; 10mm SMG; 12.7mm Pistol; Detonator; Sawed-off Shotgun; Silenced .22 Pistol; That Gun.

Two-handed Automatic Guns
12.7mm SMG; All-American; Assault Carbine; Light Machine Gun; Marksman Carbine; Riot Shotgun; Service Rifle; Silenced .22 SMG; Sniper Rifle.

Bolt/Lever-action Guns
Anti-materiel rifle; BB Gun; Brush Gun; Caravan Shotgun; Cowboy Repeater; Hunting Rifle; Hunting Shotgun; Lever-action Shotgun; Single Shotgun; This Machine; Trail Carbine; Varmint Rifle.

Heavy Guns
Minigun.

Launchers
Fat Man; Grenade Launcher; Grenade Machinegun; Grenade Rifle; Missile Launcher.

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

Medium Armor
All medium armors. Combat Armor, NCR Ranger Combat Armor, etc.

Light Armor
All light armors. Leather Armor; Wasteland Outfit; etc.

Headgear
All head items. Sunglasses, T-51b Helmet, etc.