Requisition holo Requisition holos are items in " Fallout 3 ' s " " " add - on . 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 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 . 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 ammo dispensers . Along with microfusion cells , fragmentation grenades and mines can often be found lying 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 ammunition 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 Mister 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 lying around . The assault rifle , however , is perhaps the best main weapon for use throughout the simulation and it comes with plenty of ammunition 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 ammunition is limited . Though many missiles can be found lying about ( often along with frag grenades and mines as well as microfusion 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 ammunition may sound like a lot , but when even with skill 90 in small arms a kill can take 4 - 5 headshots in V . A . T . S . , 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 , drop ALL of your weapons and equipment on the ground ( this includes ammunition as well ) . Next , get another holotape from the command tent and present it back to the quartermaster to get new weapons and ammunition . 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 . Notes . It is possible to take this object outside of the simulation by simply not using it after acquiring it from the terminal , causing it to become a permanent part of your inventory .