Requisition holo

s are items in Fallout 3's Operation: Anchorage DLC.

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 Loadout Package

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

Fire Team Loadout Package

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

Heavy Weapons Loadout Package

 * 1x Missile Launcher
 * 1x 10mm SMG

Sniper Loadout 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 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 boy 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 melee weapon available (well actually it's an unarmed weapon, but who's counting?), 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 7.62 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.