|For the achievement, see Jury Rigger.|
- 1 Fallout: New Vegas
- 1.1 Repair categories
- 1.2 Weapons
- 1.3 Unarmed
- 1.4 One-handed melee
- 1.5 Two-handed melee
- 1.6 Energy pistols
- 1.7 Energy rifles (laser)
- 1.8 Energy rifles (other)
- 1.9 Energy weapons (heavy)
- 1.10 One-handed guns
- 1.11 Two-handed automatic guns
- 1.12 Bolt/lever/pump-action guns
- 1.13 Miniguns
- 1.14 Grenade launchers
- 1.15 Missile launchers
- 1.16 Unaffected weapons
- 1.17 Armor
- 1.18 Headgear
- 2 Fallout: The Roleplaying Game
- 3 Notes
- 4 Behind the scenes
Fallout: New Vegas
With this perk, one can repair weapons, armor and clothing based on category instead of type. For example, the rare Ranger Sequoia can be repaired with the common .357 Magnum revolver, and the unique Stealth suit Mk II can be repaired with a set of NCR armor.
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), one 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.
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.
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 and in alphabetical order, except in cases when it is unique.
|Bear trap fist||6||800||133.3||80|
|Dog tag fist¹||3||50||16.7||100|
|Embrace of the Mantis King! (GRA)||12||8500||708||80|
|Fist of Rawr||10||6200||620||90|
|Saturnite fist super-heated||4||2400||600||120|
|Yao guai gauntlet||10||150||15||600|
|Blade of the East||12||45||3.8||800|
|Blade of the West||12||5700||475||150|
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.
|MF Hyperbreeder Alpha||7||8900||1271||800|
Energy rifles (laser)
|Tri-beam laser rifle²||9||4800||533.3||50|
Energy rifles (other)
|Q-35 matter modulator||7||3000||159.9||250|
Energy weapons (heavy)
|The Smitty Special||20||20000||1000||220|
|.357 Magnum revolver||2||110||55||200|
|.44 Magnum revolver||3.5||2500||714.28||250|
|.45 Auto pistol||1.5||1750||1166.66||150|
|H&H Tools nail gun||5||5100||1020||550|
|Silenced .22 pistol¹||3||80||26.6||100|
|Vance's 9mm submachine gun||4||1500||400||750|
|Weathered 10mm pistol||3||1200||400||110|
Two-handed automatic guns
|.45 Auto SMG||11||3750||340||600|
|Gobi Campaign scout rifle||4.5||6200||1378||160|
|Light machine gun||15||5200||347||800|
|Silenced .22 SMG||8||1850||231||1000|
|K9000 cyberdog gun||27||7500||277.7||500|
|25mm grenade APW||8||4200||550||150|
|Great Bear grenade rifle||5||950||190||250|
|Red Victory grenade rifle||4||950||237.5||125|
|Mercenary's grenade rifle||5.5||400||54.5||100|
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.
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, Gannon family Tesla 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.
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.
Fallout: The Roleplaying Game
Repair any item without needing to expend any components. However, the repair is temporary, and the item will break again on the next complication suffered while using it. The complication range of all skill tests to use the item increases by 1, to 19–20.
- All marked men armor regardless of having light or medium weight can be repaired with leather armor or raider armor, which is considered lightweight.
- There are certain quirks in the item category that the Courier can use certain specific subtype of items to fix the other, but not vice versa. An example being a combat knife used to fix a bowie knife, or a merc grunt outfit used to fix naughty nightwear.
- Picking up high-end weapons from enemies or buying them in poor condition from vendors and them repairing them with a cheap weapon of the same category can yield profits of several thousand caps at a time (ie. repairing a trail carbine, 3900 caps in full CND, with a varmint rifle, 75 caps in full CND)
- In the Fallout: New Vegas version, Vault Boy is taping together a service rifle and hunting rifle. In the Fallout: The Roleplaying Game version, the Vault Boy is taping a pipe rifle.