Brotherhood Outcasts

The Brotherhood Outcasts, often shorten to The Outcasts, are a rebel faction of Lyons' Brotherhood of Steel in the Capital Wasteland. They oppose the reformist policies of Elder Lyons and consider themselves loyalists, upholding the true mission of the Brotherhood.

Background
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.

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.

In their eyes, they remained the true Brotherhood of Steel, 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.

Organization
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.

Brotherhood outcasts have three ranks, and are neutral to the player character and other non-hostile Wastelanders. They will engage in combat against hostile wasteland creatures, Raiders, and Enclave soldiers. They supplement their squads with reprogrammed combat robots, such as Robobrains or Sentry Bots. Outcast patrols in the Capital Wasteland consist of three Brotherhood outcasts, or two outcasts and a combat robot.

While few regret the decision to leave Lyons' Brotherhood, some can openly be heard to miss living in the Citadel. While Elder Lyons professes that he both understands and accepts the reasons for the Outcasts' departure, the groups are hostile to one another.

Ranks

 * 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.

Interactions
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.

Equipment
Outcast patrols use the following weapons:

Generic variants

 * -|Rank 1=
 * -|Rank 2=
 * -|Rank 3=


 * -|Rank 1=
 * -|Rank 2=
 * -|Rank 3=


 * -|Rank 1=
 * -|Rank 3=

Locations
Outcast patrols will spawn near the listed locations at preset spawn points and are not random encounters. The 'wait' function can be used to force spawn patrol members if the patrol has left the area. Patrols members that are killed will not spawn again for 72 hours. The patrol members that appear at these preset points are the same ones as those that in the random encounter for 'Brotherhood Outcast Patrol (unique characters)'. Additionally, any member of a patrol that is injured will retain those injuries when spawned elsewhere.
 * Fort Bannister - On the road south of it, just outside the main gate
 * Fort Constantine - Just outside the south gate
 * Fort Independence - Out front, on top of the over pass with the auto turret
 * Kaelyn's Bed & Breakfast - On the road, at the intersection west of the bridge
 * National Guard Depot - In front, outside the gate
 * Scrapyard - Just outside the south gate
 * Smith Casey's garage - North of it, on the road just before the road-block
 * Vault 92 - On the road south of the vault, just west of the intersection
 * Vault 87 - On the road due south of the map marker, near a ruined car
 * Vault 101 - On the road in front of the entrance
 * Vault 108 - On the road west of the vault, just north of the intersection
 * Wheaton Armory - Just outside the north gate

Appearances
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.

Bugs

 * 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.
 * Sometimes, when finding a patrol, the sound of a Gatling laser being fired is heard but is never actually being used.
 * Outcasts can be hostile to the player without the player attacking them. It can happen after one of the Outcasts gets injured from any explosion, for example from a mine or a car. To fix this, be sure to be nowhere near Brotherhood Outcasts and use these console commands: