Brotherhood Outcasts

The Outcasts are a group of former members of the Capital Wasteland Brotherhood of Steel led by Protector Henry Casdin that believe that by abandoning the Brotherhood of Steel’s primary mission of acquiring new technologies, Elder Owyn Lyons has abandoned the very values that defined the order itself. They left the Citadel, and have re-dedicated their lives to what they consider the Brotherhood of Steel’s only mission – the acquisition of new technologies.

Brotherhood Outcasts wear power armor that has been repainted black and blood red in color. To compensate for their reduced numbers, the Outcasts have supplemented their forces with a number of reprogrammed Robobrains, Sentry Bots and Protectrons that have also been repainted black and blood red.

In addition to procuring and stockpiling technologies, the Outcasts analyze and reverse engineer them, increasing their already substantial understanding of them. Logs can be found in their base that are accounts of their work.

Their main base in the Washington D.C area is Fort Independence. There is at least one other known Outcast Outpost. While Brotherhood of Steel patrols can be found inside the D.C. Ruins, Brotherhood Outcast patrols are common out in the Capital Wasteland. Outcast patrols typically involve 3 Brotherhood Outcasts (Often, 1 armed with a ranged weapon, 1 armed with a melee weapon, and one armed with a heavy weapon) or, more commonly, 1-2 outcasts, and an Outcast Protectron or Robobrain. There are 3 "ranks" of Brotherhood Outcast, with the higher ranks appearing as the player's level increases. Higher level Outcasts have more hit points and better weapons. Outcast patrols are neutral towards the player, and will fight against hostile enemies such as Raiders, critters, or rogue robots.

Ranks
The Outcasts use the Protector, Defender and Specialist ranks, which are equivalent to Paladin, Knight, and Scribe ranks in the Brotherhood of Steel.

Known members

 * At Fort Independence:
 * Protector Henry Casdin
 * Defender Anne Marie Morgan
 * Defender Rococo Rockfowl


 * At the Outcast Outpost:
 * Protector McGraw
 * Defender Sibley
 * Defender Morrill
 * Specialist Olin


 * Other Outcasts:
 * T.T. Bowser
 * J.J. Browne
 * J.T. Benning
 * R.R. Rasting
 * L.J. Rogers
 * Branchtender Linden (former member)

Attitude towards Wastelanders


The BoS Outcasts show great disdain towards wastelanders. While not hostile, they will constantly insult and berate the player. Though the player can make a deal with them at Fort Independence, it is not possible to join their group. If the player is caught trying to enter their base, the Outcasts will become hostile, unless the player has delivered enough technology to them to be considered a friend. Even if you're considered a friend, the Outcasts will still berate you.

Addition: Access is never "given" but after supplying Protector Casdin with enough scrap metal, energy weapons, and/or Power Armors, the dialog option "So are we good? Do you trust me enough now?" appears when speaking to Protector Casdin. This is usually when it becomes safe to pick the locked door to Fort Independence.

Protector Casdin does engage in nearby firefights and can sometimes be found dead at Fort Independence making the free form quest to deliver materials impossible. Searching his corpse reveals a door key, but using it will still turn the Outcasts hostile upon entering Fort Independence.

Outcast members are scripted as evil characters (despite them being more gray than black). Thus, fingers can be taken off their corpses if the player character takes the Lawbringer perk. Interestingly, Protector Casdin, Defender Rockfowl and Defender Morgan drop ears instead.

History


Some time after the destruction of the Enclave, the Brotherhood of Steel ruling council, based in the Lost Hills bunker in South California, decided to send a contingent of soldiers to the East Coast, to recover any and all advanced technology from Washington, D.C. and to investigate the reports of super mutant activity in the area. When the group reached the East Coast, they found the Pentagon largely destroyed, but they found there a technological marvel that, if restored, could help the Brotherhood rebuild a strength and reputation that had been declining steadily for years. After the discovery, Paladin Owyn Lyons, the leader of the expedition, was promoted to Elder. A permanent base known as the Citadel was built into and beneath the ruins of the Pentagon. Lyons and his soldiers also found the super mutants in the urban ruins of downtown D.C. and helped stop the mutant tide from overtaking the entire region, by at least keeping them at bay.

Eventually, Lyons decided to make protection of innocent inhabitants of Capital Wasteland from super mutants his main priority. In response, the Lost Hills elders cut off all support to the East Coast faction, while still recognizing him as a leader of the Brotherhood of Steel, and the Citadel as their D.C. headquarters. Most of Elder Lyons’ soldiers supported his dedication to the people of the Capital Wasteland, and were proud of their leader’s commitment to honor and heroism. But there were those, including Lyons' second in command, Paladin Henry Casdin, who voiced their opposition – loudly, and aggressively. They believed that by abandoning the Brotherhood of Steel’s primary mission of acquiring new technologies, Elder Lyons had abandoned the very values that defined the order itself.

One night, the dissenters departed from the Citadel, absconding with weapons, Power Armor, and other pieces of technology and equipment. This was, without question, Owyn Lyons’ darkest hour. He had become a man of compassion and understanding, and couldn’t help but sympathize with those who had left: he had abandoned the Brotherhood’s primary mission. He recognized that, and took full responsibility. Some of the Knights and Paladins who left had been his battle brothers for years. Together, they had shared victory and loss, pain and elation. But to those soldiers loyal to Elder Lyons, this dereliction of duty and theft of technology was an act of cowardice and treason. Lyons was left with little choice: he branded the dissenters “Outcasts”, traitors to the Brotherhood of Steel – it was a name they would ultimately wear as a badge of honor, proud of the distance it put between themselves and Lyons’ “soldier sycophants”.

The Outcast Collection Agent
The Lone Wanderer can talk with Protector Casdin at Fort Independence, who can arrange a deal between the Outcasts and the Lone Wanderer to trade various technological items for useful supplies.

Operation: Anchorage DLC pack
The Outcasts play a major role in Operation: Anchorage. In this DLC pack, a group of Outcasts in the Outcast Outpost 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 the player can enter.

See also:
 * Aiding the Outcasts
 * Operation: Anchorage.

Combat Statistics


While not quite as durable or hardy as the actual Brotherhood of Steel members found in the Capital Wasteland, Brotherhood Outcasts are nonetheless formidable opponents. They have superior protection, weaponry, and skills to virtually every faction encountered in the Capital Wasteland, including Raiders, Talon Company Mercenaries, and most indigenous fauna the Wasteland has to offer. Outcasts generally operate in patrols, making them a bit more dangerous as all of them can open fire the second a hostile appears. Outcast patrols are generally weaker than Enclave kill-teams, however, and frequently lose to them in direct combat unless the Outcast squad is making use of heavy weapons. Fortunately for the player, Outcasts are usually friendly (if gruff and rude) when encountered, meaning their appearance is often helpful. Outcasts will fight any of the more hostile indigenous factions and creatures, saving you ammunition, time, and energy, and their fallen can be looted for Outcast Power Armor and advanced weapons. Many players have taken to eliminating Outcast teams in the field specifically for the gear they drop, as it can provide considerable income.

Outcast Patrols generally use the following weapons:
 * AEP7 Laser Pistol
 * Super Sledge
 * Ripper
 * AER9 Laser Rifle
 * Missile Launcher
 * Flamer
 * Minigun
 * Gatling Laser (Higher Level encounters often have the Minigunner trade-up for one)
 * Frag Grenades
 * Frag Mines
 * Stimpacks
 * Any Combat Chem, including Med-X or Psycho
 * Any Weapon Salvaged from other enemies (If you see an Outcast carrying, say, an Enclave Plasma Rifle, Combat Shotgun, Sniper Rifle or Chinese Assault Rifle, this is, more likely than not, the reason)
 * Some Brotherhood Outcasts can be seen wielding the 10mm SMG as well as Assault Rifles

In addition to having human members, the Outcasts make extensive use of Protectrons and Robobrains. A few squads will even make use of particularly powerful Sentry Bots, equipped with Gatling Lasers, or Mr. Gutsys. All of the above can be easily-spotted by their red-and-black-flecked paintjob, mimicking those of their Outcast masters. While the Protectron is hardly a wonderful combatant, the Robobrain can prove a challenge, the Gutsy can be a threat, and the Sentry Bot is outright deadly. Particularly strong squads have a higher concentration of better gear; a squad of 3 Outcasts - one Laser Rifle-armed, 1 with a Minigun, and 1 with a Gatling Laser, can sometimes be found if you're high enough level near Smith Casey's Garage.

Humorously, though you will not lose Karma for killing an Outcast, you will lose Karma for killing their Protectron, Robobrain, or Sentry Bot. Though early Outcasts aren't much challenge, later on they can prove quite formidable; there is a single Outcast near Old Olney that often gets himself killed by Deathclaws in the region, but who may spawn with a Minigun and will survive quite a while as he patrols. How successful they are depends on luck, and the gear they have; a Minigun-armed Outcast will generally last much longer.

Quotes

 * "Hey local, shouldn't you be banging rocks together or something?"
 * "Why don't you go bother the Brotherhood or something?"
 * "Great, Here's some of the local wildlife."
 * "Haven't got time to talk to your type, local."
 * "You're not involved in this, you want to keep it that way."

Known Locations
The Outcasts have been spotted in the following locations (Keep in mind that one Outcast in a group may occasionally be replaced by Robobrains, Protectrons or even Sentry Bots, presumably at higher levels for the latter):
 * A 3-man patrol can be spotted near the "Oscar Tango" radio tower
 * A 3-man patrol can be spotted near the Oasis
 * A 3-man patrol can be spotted at the Scrapyard
 * A 2-man patrol can be spotted southeast of Fort Constantine
 * A 6-man patrol can also be found near Reclining Groves Resort Homes
 * A relatively large battle between the Outcasts and Raiders can be found near Vault 112. There are at least 4 Outcast members along with an outcast Protectron, Robobrain, and Sentry Bot. There are approximately 3 Raiders along with two Mole rats and three Giant Radscorpions
 * Another patrol can be found in the area around Wheaton Armory, occasionally battling the Raiders while passing through
 * A 3-man patrol can be found near, often slightly northwest of, the Grisly Diner, and often come into conflict with the raiders living there.
 * A 3-man patrol can be found walking along the road directly in front of Vault 101 and usually head south towards the old military truck that often has a robot nearby, presumably guarding it.
 * A 2-man patrol near clifftop shacks. Once the supermutants are dead they may enter the camp
 * A 2-man patrol with a robobrain a little south of Fort Bannister. May engage nearby Talon Company Mercs.
 * A 2-man patrol with a robot at National Guard Depot.
 * A 1-man patrol starting at Fort Independence walked all the way to the Five Axles Rest Stop, at which point he was joined by two other outcasts, and the new 3-man patrol continued up to somewhere north of the WKML Broadcast Station. They then turned around and went back to Fort Independence.

Trivia

 * After making nice with the Outcasts, they sometimes respond in a more friendly fashion upon seeing or talking to you; though comments of "local" are still a common feature, they'll often respond in a more friendly tone. This is true of their robots as well, which will state that "Paladin Casdin says you're clear."


 * After making nice with the Outcasts, Outcast patrols will actively attack any enemy that attacks you. After fast-traveling to Fort Constantine, I headed southeast, and was attacked by Talon Company Mercs. The Outcasts near the Shishkebab Schematic proceeded to run down and lend a helping hand with some Laser fire. After the Mercs fell, the Outcast closest to me said: "Casdin says you're clear." He must have liked those old suits of Power Armor and Laser Pistols more than I thought.


 * If the Outcasts guarding Fort Independence are hostile for some reason and you wish to reset it to talk to Casdin for his quest, you can reset this on the PC with the console command removefromallfactions on the npc corpses (use kill and resurrect).


 * If you trade Casdin power armor, (probably has to offer better damage resistance than his own) he will equip it. this allows you to pickpocket him for the outcast armor without killing one of the outcasts.


 * If you have the Lawbringer perk, then you can collect fingers off of the outcasts you kill.

Anti-Outcast Tactics

 * Ambush spot: Just west of Fort Independence, on the main road up the hill, is an explodable car that an Outcast patrol will frequently pass. If you drop a few mines underneath the car, wait until the outcast patrol is next to it and shoot the mines (sniper rifle helps a lot here), the resulting explosion will kill both Outcasts and their robot, and the other outcasts will not be hostile to the player. At higher levels, one of the Outcast patrol members will have traded up his Minigun for a Gatling Laser.


 * If you have a good weapons skill and a good weapon you can kill Outcasts. If you kill one Outcast patrol, the other patrols won't notice because they didn't see it happen. This gives fingers if you have the Lawbringer perk and good equipment.


 * As long as the patrol is relatively far from Fort Independence and out of sight of other Outcast members when you kill them, other Outcast members won't be hostile. Of course, if you are spotted by another group of Outcasts, killing anyone that saw will keep you on good terms with the rest of the Outcasts.


 * A respawning 6-man Outcast patrol can be found at Reclining Groves Resort Homes sometimes fighting raiders, Radscorpions, and Deathclaws. They carry laser rifles, missile launchers, and a minigun/gatling laser. They can be killed without making all other Outcasts hostile.


 * If you don't care about trading technology for chems and ammunition, you can use shotguns, grenades, and rocket launchers to make short work of the Brotherhood Outcasts at Fort Independence. Use cramped spaces and take them one at a time.


 * Another way to kill the outcasts at Fort Independence is to hack the terminal near the basement entrance to the fort and remove its targeting parameters. This will make it shoot at all the outcasts in the area. Be sure to hide, wait for them to die, then take out the turret.


 * Any time the Outcast patrols get near an explodable car you have an opportunity to get some very nice weapons and armor, but they are in poor condition. Wait for the right moment and shoot the car with a combat shotgun. Note: If the patrol has a Mister Gutsy model with it be sure to destroy it quickly if it begins running away, this will alert other Outcast members.