Requisition holo

s are items in Fallout 3's Operation: Anchorage add-on.

They can be obtained in the Anchorage Reclamation simulation from the terminal opposite to Patterson's in the U.S. Army Field Headquarters' Command tent. As explained by Lieutenant Morgan, the Quartermaster in the camp provides you with the equipment specified in the holotape for your missions.

You can change your loadout once by talking to the Quartermaster who in turn will direct you to the terminal to obtain a new holotape.

Close Assault Package

 * 1x Power Fist
 * 1x 10mm Pistol
 * 1x Combat Shotgun
 * 8x Frag Grenade
 * 8x Frag Mine

Fire Team Package

 * 1x Assault Rifle
 * 1x Trench Knife
 * 12x Frag Grenade

Heavy Weapons Package

 * 1x Missile Launcher
 * 1x 10mm SMG

Sniper Package

 * 1x Sniper Rifle
 * 1x 10mm Pistol

Strategy
Because of the unique constraints of the Anchorage simulation, some of these loadouts are more or less useful than they first appear.

General Notes
With a high enough speech skill a Scoped Gauss Rifle can be obtained from the quartermaster, giving any loadout much-needed long range punch and offsetting the disadvantages of some loadouts like the close assault package. Ammunition is limited, however, and must be found loose in the environment, often near ammunition dispensers. Along with micro-fusion cells, fragmentation grenades and mines can often be found laying about on shelves and whatnot, as well as missiles. Because of this some area effect damage is offered even if you happen not to be issued grenades standard. Because of the availability of a gauss rifle, frag grenades and frag mines in the environment for looting, the sniper rifle and issued grenades and mines are somewhat less vital than they may otherwise be.

Resupply stations are found frequently, but are not so common as to make ammo a non-issue. The ability to kill 20-30 targets without a resupply can be vital in some areas, or if you choose not to backtrack to resupply after fights. The ability to roll through more than one main objective without needing a full resupply can definitely help you if you're looking to speed through the simulation 'out-of-world' content and get back to the real world with some potent gear to show for it.

In general, it's important to choose a fire team that complements your own abilities and loadout. Unless you choose to use stealth and lone-wolf the missions without your team, it's best to choose those that can provide abilities you lack. If you choose a special loadout like heavy weapons or sniper, having a team with a strong base of fire is essential. If you choose to provide that base of fire yourself, a few specialists with sniper rifles or missile launchers can round out your team nicely. Inside the anchorage simulation you are suddenly a true team player. The Sentry Bot and Mr. Gutsy especially can provide excellent fire, until it's time to take out objectives that do heavy EMP damage.

Specific loadout analysis
The Close Assault package provides the only unarmed weapon available, as well as more options for killing than any other loadout. While none of them are viable at long ranges, the anchorage simulation has many close-in fighting situations that make it entirely workable. Throw in a Gauss Rifle from the quartermaster and looted grenades and mines and the close assault package has outstanding damage capability in the environment of the simulation. The only drawback is the short range of your primary combat arm and potential ammunition troubles if you go too long without hitting a resupply station. For those that are counting, the shotgun can deal more damage than any other standard loadout weapon if all of the buckshot connects at close range. Given that 3 of the areas of the map can involve very close-range fighting, this can be significant.

The Fire Team package offers a great main arm... and little else. The grenades are useful, especially because several objectives involve bunkers with sentry guns, but you can find plenty of them laying around. The assault rifle, however, is perhaps the best main weapon for use throughout the simulation and it comes with plenty of ammo for some protracted firefights. A burst of 5.56 to the head will kill many Chinese soldiers outright, with minimal fuss.

The Heavy Weapons loadout offers a very potent main sting, but ammo is limited. Though many missiles can be found laying about (often along with frag grenades and mines as well as micro-fusion cells), you still can't deploy it as liberally as you might in the main game where you can purchase them freely from vendors. The SMG, however, is an adequate backup weapon, giving fairly decent damage if not outstanding. With Chinese soldiers less armored than you may expect, the missile loadout can be useful for destroying chimera tanks, but otherwise suffers from a lack of ammunition. The SMG is not a bad weapon but has less raw damage than the assault rifle.

The Sniper package is perhaps the least useful of them all, coming with only 19 .308 rounds, with 1-3 rounds per kill even with quite high skill and not counting misses you will only be able to kill 6-10 Chinese soldiers unless you rely exclusively on stealth criticals. This means that most of the time you will be relying on your pitifully weak 10mm pistol for engaging enemies. In addition, the one niche of the sniper rifle, long-range engagement, can also be fulfilled with the Gauss rifle available from the quartermaster with a speech check. As a result you end up with a redundant main weapon and a truly pathetic backup weapon. 110 rounds of 10mm ammo may sound like a lot, but when even with skill 90 in small arms a kill can take 4-5 headshots in VATS, it goes faster than it otherwise might.

Exploit
It is possible to gain all of the Requisition Holotapes and their respective equipment with minimum fuss. After you have chosen your first holotape and have received your equipment from the Quartermaster talk to him about changing holotape packages but don't swap holotapes yet! After you have opened the dialogue option to switch packages exit the conversation and drop ALL of your weapons and equipment on the ground (this includes ammo as well). Next talk to the Quartermaster again and ask to change holotapes, he will notify you that he will take all previous equipment but seeing as you have nothing in your inventory he will take nothing. This now allows you to get another holotape from the command tent and present it back to the Quartermaster to get new weapons and ammo. After you have gained your new equipment you can pick your old equipment back up from the floor and voila! You can do this exploit as many times as you want for all of the holotapes meaning after 5 minutes of exploiting you have enough munitions to equip a small army thus making the subsequent quest much easier. Not only does this make Operation: Anchorage much easier to complete, but bear in mind that the weapons and armor in the simulation have an extremely high health and take a very long time to degrade, to the point where it is almost unnoticeable. On top of this, almost all items in this DLC may be taken back with you to the Capital Wasteland by glitching (see the Operation: Anchorage - specific bugs page). This means you will almost never have to repair items from the simulation in order to reap the maximum benefits.