|Effects||Repair any item using a roughly similar item.|
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.
”— In-game description, Fallout: New Vegas
Jury Rigging is a perk in Fallout: New Vegas.
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 a total of thirteen 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, 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 they hold 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.
This perk is useful in that it not only reduces the need to effect repairs by using weapon repair kits or non-player characters, but it also allows the player to reliably repair their weapons with similar ones from fallen foes after or during combat without having to seek out an exact match. In the long term it can be highly beneficial to characters with the Built to Destroy trait, or those who find themselves using surplus or over/max-charged ammunition often. 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. This goes for armor as well, meaning that even Remnants power armor can be maintained on the cheap with a set of metal armor.
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 are listed by their base variants, except in cases when it is unique.
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 rifles (laser)
Energy rifles (other)
Note 1: The laser rifle can also be used to repair the recharger rifle.
Energy weapons (heavy)
Two-handed automatic guns
Manual action guns
Each of these weapons are in their own category and can only be repaired by NPCs, copies of themselves, weapon repair kits or their unique variants.
These weapons are: grenade machinegun, holorifle, shoulder mounted machine gun, and the Tesla cannon.
All heavy armors. Metal armor¹, T-51b power armor², etc.
All medium armors.Recon Armor,Combat armor, Combat armor, reinforced², Combat armor, reinforced mark 2², Desert Ranger combat armor, NCR Ranger combat armor, NCR Bandoleer/Face Wrap/Mantle/Military Police/Trooper armor¹, Riot gear.
All light armors. Wasteland outfit¹, Space suit, etc. Pre-War clothing, Leather armor, reinforced², Vault 34 security armor, Sierra Madre armor, Light armor can also be repaired with clothes (like pre-War businesswear or wasteland doctor fatigues) and vice versa.
All head items in the base game, Dead Money, Honest Hearts and Old World Blues can repair one another due to all items being classified as "light".
Glasses¹, pre-War hats, T-51b power helmet², etc.
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.
- The appearance of the weapon will not change when fixed with other items. If you fix a chainsaw with a baseball bat, for example, the look of the chainsaw will not change at all.
- If you are going to attempt a repair on a high power/unique weapon, but lack the current equipment necessary, it is effective to purchase a lower level weapon that would fall into the same category as the weapon you aim to fix. For example, you could repair a 10mm pistol with a full condition 9mm pistol, etc.
- In the Pip-Boy image, it looks like Vault Boy is Jury Rigging a service rifle with a hunting Rifle, and oddly, microfusion cell or electron charge pack with duct tape.