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Requisition holos are holotapes in the Fallout 3 add-on Operation: Anchorage.

Location[]

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 the Lone Wanderer with the equipment specified in the holotape for their missions. One can change their loadout once by talking to the quartermaster who in turn will direct them to the terminal to obtain a new holotape.

Available packages[]

Close assault package

Heavy weapons package

Sniper package

Fire team package

Overview[]

Due to the unique constraints of the Anchorage simulation, the loadouts have variable levels of usefulness. The Lone Wanderer must choose a fire team and loadout that complements their own abilities, whether it be heavy weapons, sniping, or the utilization of robots. 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 ammo dispensers. Along with microfusion cells, fragmentation grenades and mines can often be found lying about on shelves, near missiles. Because of this, some area effect damage is offered even if one happens 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 ammunition a non-issue. The ability to kill 20-30 targets without a resupply can be vital in some areas, or if one chooses not to backtrack to resupply after fights.

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 a primary combat arm and potential ammunition troubles if one goes 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 three 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. The grenades are useful, especially because several objectives involve bunkers with sentry guns, but one can find plenty of them throughout one's path. The assault rifle is a formidable main weapon for use throughout the simulation and it comes with plenty of ammunition for some protracted firefights.

The heavy weapons loadout offers a very potent main sting, but ammunition is limited. Though many missiles can be found lying about (often along with frag grenades and mines as well as microfusion cells), one still can't deploy it as liberally as one 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 comes with 24 .308 rounds and a 10mm pistol for engaging enemies. 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.

Notes[]

  • Since they are considered quest items, it is possible to take a requisition holo outside of the simulation by not redeeming it with the quartermaster, causing it to become a permanent part of the player's inventory.
  • Dropping all weapons and ammunition after first acquiring a holotape can result in an exploit whereupon acquiring a second holotape, the first set of equipment can be picked back up off the ground. This process can be repeated infinitely, and can let the player acquire all of the simulation weapons.
  • Weapons and ammunition found outside of ammo dispensers is treated differently when switching between load outs.
    • Microfusion cells are unaffected by load out switching, and the player will always retain all of their microfusion cells when doing so.
    • Up to four missiles will be removed from the player's inventory when switching between load outs. This will still occur even if switching between load outs that are not the heavy weapons package.
    • Ammunition will be removed from the inventory, even if switching between load outs that both include weapons using the same ammunition type. However, only the dispenser limit will be removed - for example, if the player is carrying 480 rounds of 5.56mm ammunition and switches load out, only 240 rounds will be removed from their inventory.
    • When switching from a load out that includes frag mines/grenades to one that does not, up to 8 frag mines and 8 grenades will be removed.
      • The only exception is switching to the close assault package, as up to 12 grenades will be removed from the player's inventory, but any frag mines they are carrying are unaffected.
    • Weapons that are normally unavailable to the player but can be obtained through exploits, such as a flamer or minigun, are unaffected by any of the above information. They will not be removed from the inventory and their ammo is unaffected.
  • If the player has multiple copies of the same weapon (apart from frag mines and grenades) only one will be removed from their inventory when switching load outs.
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