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Jury Rigging

Last edited on March 4, 2014
by Jspoelstra
Icon disambig
For the achievement, see Jury Rigger.
Jury Rigging
JuryRigging
Fallout: New Vegas
requirementsLevel 14
Repair 90
ranks1
effectsRepair any item using a roughly similar item.
base id00165815
 
Gametitle-FNV

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.


Effect

With this perk, one can repair items based on category instead of type. For example, the rare Ranger Sequoia can be repaired with the common .357 magnum revolver. The same goes for armors and clothing.

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), you 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's 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.


*Be forewarned: 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. (DLC items excluded)
² denotes the most expensive item that may be readily purchased or found in a class. (DLC items excluded)
³ denotes unique weapon with no common variant available.
Italics denote DLC 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.

Unarmed

NAME WG VALUE V:W HP
Ballistic fist² 6 7800 1300 80
Bear trap fist Dead Money 6 800 133.3 80
Boxing gloves 6 100 16.7 75
Boxing tape 0.25 100 400 500
Bladed gauntlet 10 200 20 60
Brass knuckles 1 120 120 200
Displacer glove 6 3500 583.3 100
Dog tag fist¹ 3 50 16.7 100
Embrace of the Mantis King! (GRA) Gun Runners' Arsenal 12 8500 708 80
Fist of Rawr Lonesome Road (add-on) 10 6200 620 90
Greased Lightning Gun Runners' Arsenal 6 15000 2500 200
Mantis gauntlet 10 750 75 50
Power fist 6 800 133.3 80
Saturnite fist Old World Blues (add-on) 4 1600 400 160
Saturnite fist super-heated Old World Blues (add-on) 4 2400 600 120
Scientist glove Old World Blues (add-on) 2 500 250 50
She's Embrace Honest Hearts 10 420 42
Spiked knuckles 1 500 500 300
Two-Step Goodbye Gun Runners' Arsenal 6 20000 3333 80


Yao guai gauntlet Honest Hearts 10 150 15 600
Zap glove 6 5200 866.6 100

One-handed melee

NAME WG VALUE V:W HP
Bowie knife Lonesome Road (add-on) 1 999 999 495
Blood-Nap Lonesome Road (add-on) 1 1999 1999 495
Cattle prod 3 450 150 500
Cleaver 2 20 10 250
Combat knife 1 500 500 90
Cosmic knife Dead Money 1 35 35 150
Dress cane 3 40 13.3 50
Gehenna Gun Runners' Arsenal 3 12000 4000 400
Hatchet 2 75 37.5 300
Katana Gun Runners' Arsenal 3 2500 833 200
Knife 1 20 20 150
Lead pipe 3 75 25 50
Machete 2 50 25 80
Machete gladius 2 1000 500 75
Police baton 2 70 35 150
Ripper 6 1200 200 1200
Rolling pin¹ 1 10 10 100
Shishkebab² 3 2500 833.3 500
Straight razor 1 35 35 75
Switchblade 1 35 35 100
Tire iron 3 40 13 200
War club Honest Hearts 3 75 25 200

Two-handed melee

NAME WG VALUE V:W HP
9 iron 3 55 18 60
Baseball bat 3 250 83.3 400
Blade of the West Lonesome Road (add-on) 12 5700 475 150
Bumper sword 12 2500 208 300
Chainsaw 20 2800 140 1600
Fire axe 8 2500 313 200
Knife spear Dead Money 3 55 18.33 400
Nail board 4 250 62.5 60
Nuka Breaker Gun Runners' Arsenal 8 7800 978 200
Pool cue¹ 1 15 15 50
Proton axe Old World Blues (add-on) 8 3500 437.5 200
Rebar club 9 500 56 250
Shovel 3 55 18 300
Sledgehammer 12 130 11 150
Super sledge² 20 5800 290 100
Thermic lance 20 5500 275 2000
X-2 antenna Old World Blues (add-on) 15 6000 400 125

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 pistols

NAME WG VALUE V:W HP
Flare gun Lonesome Road (add-on) 2 500 250 50
Laser pistol¹ 3 175 58.3 200
MF Hyperbreeder Alpha Gun Runners' Arsenal 7 8900 1271 800
Plasma Defender² 2 3000 1500 100
Plasma pistol 3 200 66.6 150
Recharger pistol 7 2700 385.7 300
Sonic emitter Old World Blues (add-on) 2 3500 1750 100
Compliance Regulator Honest Hearts 3 175 58.34 200
Pulse Gun 2 1800 900 100

Energy rifles (laser)

NAME WG VALUE V:W HP
AER14 prototype 8.5 2200 258.8 100
Laser rifle¹ 8 800 100 125
Tri-beam laser rifle² 9 4800 533.3 50

Energy rifles (other)

NAME WG VALUE V:W HP
Gauss rifle² 7 3000 428.6 80
LAER Old World Blues (add-on) 4 8000 2000 75
Laser RCW 4 2150 537.5 400
Multiplas rifle 7 2500 357.14 50
Plasma rifle 8 1300 162.5 75
Recharger rifle¹ 15 250 16.73 200

Note: The laser rifle can also be used to repair the recharger rifle.

Energy weapons (heavy)

NAME WG VALUE V:W HP
Flamer 15 2350 156.6 200
Gatling laser 18 6800 377.7 1500
Heavy incinerator² 15 7200 480 200
Incinerator¹ 12 1300 108.3 200
Plasma caster 20 7000 350 80
Sprtel-Wood 9700 Gun Runners' Arsenal 15 20000 1333 1000
The Smitty Special Gun Runners' Arsenal 20 20000 1000 220
Arc welder Lonesome Road (add-on) 15 3700 246.66 250

One-handed guns

NAME WG VALUE V:W HP
.357 magnum revolver 2 110 55 200
.44 magnum revolver 3.5 2500 714.28 250
.45 Auto pistol Honest Hearts 1.5 1750 1166.66 150
10mm pistol 3 750 250 80
10mm SMG 5 2370 474 500
12.7mm pistol² 3.5 4000 1142.85 80
5.56mm pistol 5 1200 240 175
9mm pistol 1.5 100 66.6 150
9mm SMG 4 850 213 550
Hunting revolver 4 3500 875 110
H&H Tools nail gun Lonesome Road (add-on) 5 5100 1020 550
Li'l Devil Gun Runners' Arsenal 3.2 16000 5000 120
Maria 1.5 1000 666.7 200
Police pistolDead Money 3 1000 333.33 225
Ranger Sequoia 4 1200 256 80
Sawed-off shotgun 4 1950 487.5 80
Silenced .22 pistol¹ 3 80 26.6 100
Sleepytyme Gun Runners' Arsenal 5 8250 1650 500
That Gun 5 1750 350 225

Two-handed automatic guns

NAME WG VALUE V:W HP
.45 Auto SMG Honest Hearts 11 3750 340 600
12.7mm SMG 5 5100 1020 500
All-American 6 5900 983 400


Assault carbine 6 3950 658 750
Automatic rifle Dead Money 16 4500 281 200
Bozar Gun Runners' Arsenal 15 20000 1333 800
Light machine gun 15 5200 347 800
Marksman carbine 6 5200 867 400
Riot shotgun² 5 5500 1100 175
Service rifle¹ 8.5 540 64 400
Silenced .22 SMG 8 1850 231 1000
Sniper rifle 8 4100 513 80

Bolt/lever/pump-action guns

NAME WG VALUE V:W HP
Anti-materiel rifle² 20 5600 280 95
Battle Rifle Gun Runners' Arsenal 9.5 1500 157 300
BB gun¹ 2 36 18 50
Brush gun 5 4900 980 150
Caravan shotgun 3 675 225 140
Cowboy repeater 5 800 160 120
Hunting rifle 6 2200 366.6 300
Hunting shotgun 7.5 3800 506.7 200
Lever-action shotgun 3 2000 666.6 100
Medicine Stick Gun Runners' Arsenal 5.5 20000 3636 200
Paciencia Gun Runners' Arsenal 6.2 12000 1935 350
Single shotgun 7 175 25 200
This Machine 9.5 2800 295 600
Trail carbine 5.5 3900 709 500
Varmint rifle 5.5 75 14 120

Miniguns

NAME WG VALUE V:W HP
CZ57 Avenger² 18 8500 472.2 1600
FIDO Old World Blues (add-on) 27 9500 339.3 500
K9000 cyberdog gun Old World Blues (add-on) 27 7500 277.7 500
Minigun¹ 25 5500 220 1200

Grenade launchers

NAME WG VALUE V:W HP
Grenade launcher² 12 4200 350 100
25mm grenade APW Gun Runners' Arsenal 8 4200 550 150
Grenade rifle¹ 6 300 50 100

Missile launchers

NAME WG VALUE V:W HP
Annabelle 15 5200 346.7 100
Esther Gun Runners' Arsenal 40 18000 450 125
Fat Man² 30 6000 200 100
Missile launcher¹ 20 3900 195 50
Red Glare Lonesome Road (add-on) 20 15000 750 450

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 binoculars.

Armor

Heavy armor

All heavy armors. Metal armor¹, T-51b power armor², Remnants power armor, NCR salvaged power armor.

Medium armor

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, Legion vexillarius armor

Light armor

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.

Light headgear

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, Pre-War baseball cap, and etc.

Heavy headgear

The riot gear helmet and its variants are the only headgear classified as 'Heavy' so far. 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.

Notes

  • Despite the oddity of some repair combinations, there is no difference between repairing an item with a proper counterpart and a vague equivalent. Repairing a chainsaw with a baseball bat will in no way alter the chainsaw, despite the fact that nothing in the bat would serve as effective repair parts.
  • If the weapon in need of reparation is a high powered or unique weapon, and the current equipment necessary to conduct the repair is not available, it is effective to purchase a lower level weapon that would fall into the same category as the weapon in need of reparation. For example, a 10mm pistol could be repaired with a full condition 9mm pistol.
  • The Courier with Jury Rigging and a high Barter skill can earn a substantial profit by collecting and repairing expensive weapons and armor with much cheaper ones. For example, a damaged super sledge, worth nearly 6000 caps at full condition, can be repaired by a few pool cues, each worth a measly 15 caps.
  • All marked men armor regardless of having light or medium weight can be repaired with leather armor or raider armor, which is considered light weight.
  • There are certain quirks in item category, that the Courier can use certain specific subtype of items to fix the other, but not vice versa. Example should be a combat knife used to fix a bowie knife, or merc grunt outfit used to fix naughty nightwear.