Fallout faction overhaul project
But somewhere, he went soft. Stopped looking at the big picture, and started trying to save every tribal and illiterate community he found. When he had us helping those savages instead of recovering tech that could help us all, that's when we objected and became Outcasts.”— Henry Casdin on the Schism
The Brotherhood Outcasts are a contingent of Brotherhood of Steel soldiers who split from Elder Lyons' group at the Citadel in 2276. 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.
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 supermutants, 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 scientific military base. 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. 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 means they have 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 remain the true Brotherhood of Steel,  and consider Lyons guilty of abandoning the principles the Brotherhood stands for. Ultimately, they plan to regroup with loyalist chapters in the West, though presently, they are stuck protecting Fort Independence and their considerable stockpile of powerful technology. The Outcasts believe that their actions will be vindicated when they regroup with the Western Brotherhood. Until that day, they continue to uphold its mission to reclaim advanced technology, exploring areas of interest in an effort to uncover new forms of pre-War tech.
Brotherhood Outcasts wear T-45d power armor repainted black and red. To compensate for their reduced numbers, the Outcasts have supplemented their forces with a number of reprogrammed robobrains, sentry bots, and protectrons painted with the same colors.
In addition to procuring and stockpiling technology from the Capital Wasteland's many ruins, the Outcasts analyze and reverse-engineer what they find, leaving logs at their bases that record their work.
Their main base in the Washington, D.C. area is Fort Independence, though there is at least one other known Outcast outpost. While the Brotherhood of Steel patrols the D.C. ruins, Brotherhood Outcast patrols are common in the 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, 1-2 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 player, and will fight against hostile enemies such as raiders, Enclave, creatures, and rogue robots.
|Outcast activity in the Wastes|
A map of Outcast activity in the Capital Wasteland, denoting outposts, patrols and headquarters
Outcasts can be found at their main base of operations, Fort Independence, which is manned by the main contingent of Brotherhood outcast soldiers. There is an Outcast detachment occupying an outpost in Bailey's Crossroads. Also, a moderate Outcast presence can be found in the vacinity of Fort Constantine and the SatCom Array NN-03d. Three outcasts will always be found outside Fort Constantine patrolling a rising path just off the road leading to the facility (in addition to any Outcasts that may spawn periodically near the main gate). Two pairs of outcast soldiers are always found near the SatCom Array; one pair patrols to its southwest near the remains of a metal shack, while another pair patrols northwest of the first, between the array and the fort.
Brotherhood outcast squads can be found patrolling the Capital Wasteland in various areas. These squads usually consist of three soldiers or two soldiers and a robot escort, and spawn as either part of 'Type B' random encounters or at preset patrol spawn points.
 Outcast Patrols
Most pre-set 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 '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
The Outcasts have a low opinion of the inhabitants of the Capital Wasteland, typically resulting in them mocking outsiders. They don't trust them however, they are not directly hostile to any of them, as long as they remain peaceful. They will, however, engage any and all threats to themselves and others. Coupled with the fact that their patrols take them across a majority of the Capital Wasteland, they are, in fact, indirectly making it a much safer place to live (while their parent organization, Lyons' Brotherhood of Steel, remains single mindedly focused on attacking supermutants in the uninhabited DC ruins, far away from any human settlements). Furthermore, they are known to offer mutually beneficial deals to wastelanders, exchanging technology for valuable supplies, ammunition and explosives.
While Elder Lyons officially professes to understand the reason for the Outcasts' departure, the Outcasts are considered mortal enemies by Lyons' Brotherhood of Steel, and vice versa. They will shoot each other on sight. It is unknown whether this open hostility is due to orders from Casdin, Lyons, or mutual anger and distrust between the rank-and-file soldiers of the two organizations.
Brotherhood outcast soldiers are 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, though not always, operate in patrols of 3 units(a typical patrol consists of two soldiers and one robot, or three men, one melee attacker, one mid-ranged, one heavy weapon user), 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 not hostile (but gruff and rude) when encountered, making their appearance 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.
Outcast Patrols generally use the following weapons:
In addition to having human members, the Outcasts make extensive use of protectrons, sentry bots and robobrains. A few squads will even make use of particularly powerful sentry bots, equipped with Gatling lasers. All of the above can be easily spotted by their red-and-black-flecked paint job, mimicking those of their Outcast masters. While the protectron is hardly a wonderful combatant, the robobrain can prove a challenge, and the sentry bot is outright deadly. Particularly strong squads have a higher concentration of better gear.
 Interactions with the player character
Initially, the Outcasts treat the Lone Wanderer like any other local, mocking him as an intellectual inferior. However, since 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 him a friend of their faction, and they will be permitted to roam the interior of Fort Independence freely, although they aren't given a key - the door to the Fort needs to be picked open or opened with an appropriate key.
Due to an error in scripting, Outcast reactions don't change, unless the player wears Outcast armor.
Outcast members are scripted as evil characters (despite being more gray in outlook than black). Thus, fingers can be taken off their corpses if the player character takes the Lawbringer perk. Protector Casdin, Defender Rockfowl, and Defender Morgan drop ears but the player's karma is not affected.
The Outcasts also play a major role in Operation: Anchorage, in which 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 accessible by someone wearing a Neural-Interface Device (i.e., Pip-Boy).
- 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.
- You do lose karma for destroying Outcast robots, or killing named Outcast members, like Henry Casdin unless they attack you first.
- All of the 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 an Outcast Mister Gutsy exist, they are unused, and Mister Gutsy 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 pick pocketing Casdin.
- 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.
- ↑ Bowditch: "Where Elder Lyons has fought to protect the people of the Capital Wasteland, the Outcasts demanded we move on and leave them to their fates. They insisted there was more important technology to be recovered in a scientific base in the ruins of Fort Independence, to the West. As callous as their decision may be, it's more in line with our original mission. Elder Lyons is an inspiration to us, but to them he's a traitor."
- ↑ Bowditch: "The soldiers rallied behind Paladin Casdin, who was one of Elder Lyons' original squad. They served together for over twenty years."
- ↑ - Good morning, Elder. I'm sorry to report that things are not as they should be. Ever since Casdin was outcast...
- That name is not to be spoken within this Citadel. Do you understand? I wish it were not so, truly I do, but he is Outcast. He has been judged.
- I know the protocols, sir. But the equipment that they stole was very valuable. Our weapons are beginning to deteriorate without the spare parts.
- I understand, Peabody. But you'll need to make do the best you can. If our weapons can't penetrate that Enclave armor, we stand no chance.
- Yes, Elder. I understand. I'm sure... we've got the parts around here somewhere...
- ↑ - Greetings, Elder. I wish I could say that things were well. Unfortunately, I am still having supply problems. When Casdin...
- Scribe. You are not to speak the name of an Outcast in the walls of the Citadel. Is that understood?
- I... I understand, sir. But the Outcasts have stolen a great deal of our uncatalogued equipment. I am beginning to run short of supplies for repairs.
- Then make do with what you have. We may lack the Enclave's resources, but I'm counting on your ingenuity to make up for that!
- Yes, Elder. I understand. Forgive me for speaking out of turn. My... frustration got the better of me.
- ↑ Bowditch: "But when disagreements turned into fistfights, he left with the Outcasts. We lost more allies that day than we ever have to any battle."
- ↑ Anne Marie Morgan: "If they call us Outcasts for our dedication to duty, then we'll wear the title with pride!"
- ↑ Though equal in rank, Protector McGraw is mentioned as inferior in terms of organizational skills to Protector Casdin. This clearly shows that Outcasts operate in a decentralized, goal-oriented manner
- ↑ 8.0 8.1 Fallout 3 Official Game Guide Game of the Year Edition p.41-42: "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 mush with the needs 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 disassociate 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."
- ↑ Anne Marie Morgan: "We collect technology, and most people want what we've collected. Right now, we're pretty much stuck defending this Fort, but that won't be forever. Once we regroup, we'll continue our work and keep moving back west."
- ↑ Anne Marie Morgan: "We aren't recruiting, kid. Old sap Lyons might trust walk-ins, but we don't."