|For the character, see Brotherhood Outcast.|
The Brotherhood Outcasts were a rebel faction of Lyons' Brotherhood of Steel in the Capital Wasteland. They opposed the reformist policies of Elder Lyons and considered themselves loyalists, upholding the true mission of the Brotherhood.
The Outcasts attributed their departure to their belief that Elder Lyons had lost sight of the Brotherhood's true mission, and the reason for their presence in the Capital Wasteland; the discovery and acquisition of advanced pre-War technology. Their secondary objective was to keep dangerous technologies out of the hands of raiders, tribals, and everyone else without the aptitude necessary to safely utilize them.
The group did not plan on separating originally. Future founders of the Outcasts were merely dissatisfied with Lyons' focus on protecting the wastes by killing super mutants, seeing it as an ineffectual waste of men and resources that would ultimately destroy the Brotherhood. The situation gradually worsened, finally tipping when Elder Lyons ignored their repeated requests to recover tech from Fort Independence, a pre-War military research facility. Rallying behind Paladin Henry Casdin, the dissenters abandoned Lyons' command and left the Citadel, taking a large part of its weapons and equipment stockpiles with them. Lyons lost more men that day than he ever did fighting the mutants. The loss of men and materiel had a significant negative impact on the combat performance of Lyons' chapter, greatly reducing its ability to project power throughout the Capital Wasteland.
Under Casdin's command, they seized Fort Independence, where they pushed back the indigenous raider groups and adapted the former military base for use as their headquarters. Termed "Outcasts" by their angered former brothers and sisters, the renegade soldiers adopted the name as a badge of honor, painting their armor red and black to distinguish themselves from the organization they no longer served. They have also reorganized their rank system and decentralized their operations, to make tech retrieval and long range patrols easier to organize.
A year after the split, the Outcasts organized a system of regular patrols, scouring the wasteland for technology, and began to excavate several locations, including the Virtual Strategic Simulations facility, in order to fulfill the original mission objectives. Their focus on retrieving technology meant they had a number of obsessions, including procurement of alien weapons from locations in the Capital Wasteland, such as possible crashed U.F.O. and pre-war government installations.[Non-canon 1]
In their eyes, they remained the true Brotherhood of Steel,[Non-canon 1] and considered Lyons guilty of abandoning the principles the Brotherhood stands for. Ultimately, they planned to regroup with loyalist chapters in the west, but remained stuck protecting Fort Independence and their considerable stockpile of powerful technology. While Lyons struck their names from the Codex, the Outcasts believed that their actions would be vindicated when they regrouped with the Western Brotherhood. After the passing of Elder Lyons, Elder Arthur Maxson brought the group back into the Brotherhood.
The Brotherhood Outcasts outfit themselves in repainted T-45d power armor, having adopted a new color scheme following their exodus from the Citadel. To compensate for their limited numbers, the Outcasts have supplemented their forces with a number of reprogrammed Robobrains, sentry bots, and Protectrons, all adorned with the Outcasts’ colors.
Based out of Fort Independence, the Outcasts maintain at least one other outpost in the Washington, D.C. area. While the Brotherhood of Steel patrols the central ruins of D.C., Outcast patrols are commonly encountered throughout the greater Capital Wasteland. Outcast patrols typically involve three Brotherhood Outcasts (often comprised of one armed with a ranged weapon, one armed with a melee weapon, and one armed with a heavy weapon) or, more commonly, one or two Outcasts and an Outcast Protectron or Robobrain. There are three "ranks" of Brotherhood Outcast, which appear according to the player's level, with higher-level Outcasts possessing more hit points and better weapons. Outcast patrols are neutral if not quite friendly towards the Lone Wanderer, and will fight against hostile enemies such as raiders, the Enclave, creatures, and rogue robots.
Most Outcast patrols can be found near vaults or high value military assets. They are always located where one would expect to recover valuable pre-War technology or useful salvage materials. Outcast patrols will spawn near the listed locations at preset spawn points and are not random encounters. The locations include Forts Bannister, Constantine and Independence, Wheaton Armory, the National Guard depot, the scrapyard, Smith Casey's Garage, SatCom Array NN-03d and Vaults 92, 87, 101, and 108.
- Defender - the most common rank that is encountered. Defenders appear to be the rank-and-file soldiers of the Outcasts.
- Protector - the leadership or upper echelon officers of the Outcasts. The only known protectors are McGraw and Henry Casdin.
- Specialist - the scientists and engineers of the Outcasts, essentially the counterpart of a Brotherhood scribe.
Relations with the outside
The Outcasts have a low opinion of the inhabitants of the Capital Wasteland, typically resulting in them mocking outsiders. They do not trust them, but are not directly hostile to anyone, as long as they remain peaceful. They will, however, engage any and all threats to themselves and others. Furthermore, they are known to offer mutually beneficial deals to wastelanders, exchanging technology for valuable supplies, ammunition and explosives.
While Elder Lyons professes that he both understands and accepts the reasons for the Outcasts' departure, the groups are hostile to one another.
Interactions with the player character
Initially, the Outcasts treat the Lone Wanderer like any other local, mocking them as an intellectual inferior. However, the player can express interest in participating in the tech exchange deal, as an outcast collection agent. Should the player deliver enough tech, the Outcasts consider them a friend, and they will be permitted to roam the interior of Fort Independence freely, although they are not given a key - the door to the Fort needs to be picked open or opened with an appropriate key.
The Outcasts also play a role in Operation: Anchorage, in which a group of Outcasts under the command of Protector McGraw is trying to acquire advanced military tools, and the only way to enter the locked room containing these relics is by completing a military simulation only accessible by someone wearing a Pip-Boy.
Outcast patrols use the following weapons:
- Killing Outcast patrols incurs no Karma penalty but may turn their whole faction hostile to the Lone Wanderer.
- All Brotherhood Outcast patrols are considered evil. This means that they will incur no Karma penalty when killed, and will potentially drop a finger for those with the Lawbringer perk.
- The player does lose Karma for destroying Outcast robots, or killing named Outcast members, like Henry Casdin, unless they attack first.
- All Brotherhood of Steel soldiers are hostile to Brotherhood Outcasts, and it is possible for them to meet and fight, especially at Vault 101 and Fort Bannister with the Broken Steel add-on.
- While textures for Outcasts Mister Gutsy and Eyebot exist, they are unused, and Mister Gutsy and Eyebot units do not spawn with Outcast patrols. Similarly, all Outcast sentry bots will spawn with the Gatling laser arm, despite there being textures for the minigun arm. Outcasts were also intended to have their own variant of recon armor, but the individual texture for it is unused and no Outcasts spawn with recon armor.
- It is possible to gain access into the Fort by pickpocketing Casdin. Be forewarned, though: once in, all the Outcast members inside are hostile to the player character.
Brotherhood Outcasts appear in Fallout 3, its add-on Operation: Anchorage, and the Fallout 4 Creation Club quest Malevolent Malfunction. They are mentioned in Fallout: New Vegas, Fallout 4, and in Fallout 76.
- After delivering enough technology to Protector Casdin the player will be granted "trusted" status and added to the OutcastAllyFaction faction. Although Casdin indicates this will put the player on friendly terms with most members of the Outcasts, the optional "friendly" dialogue is set to check if the player is a member of the OutcastFaction Faction, rather than the OutcastAllyFaction Faction. This results in most "friendly" Outcast greetings and dialogue not being heard. [verified]
- Sometimes, when finding a patrol, the sound of a Gatling gun being fired is heard but is never actually being used.[verified]
- Fallout 3 Official Game Guide Game of the Year Edition pp.41-42: "Brotherhood Outcasts"
"The Brotherhood Outcasts are a contingent of Brotherhood of Steel soldiers who split from Elder Lyons' group at the Citadel (stealing technology and weapons in the process). The reason for the split? They felt like Elder Lyons had "gone native," and concerned himself too much with the need of the locals. Yes, he was supposed to discover the breeding ground of the Super Mutants, but not to the exclusion of the original, "greater" mission—the acquisition of technology. In their eyes, Lyons is a joke, possibly even a traitor. He hasn't even bothered to get his giant robot working, let alone continue the search for technology.
In their eyes, they are the true Brotherhood of Steel, carrying on the mission of the main West Coast contingent. They proudly wear the name "Outcast"; anything to further dissociation them from Lyons. It's also important to note that the Brotherhood's concentration on acquiring advanced technology means they have their obsessions—including the procurement of alien weapons from anywhere in the Capital Wasteland, including possible crashed U.F.O. and pre-war government installations."
(Fallout 3 Official Game Guide faction profiles)