Brotherhood Outcasts The Brotherhood Outcasts is a faction in the Capital Wasteland in 2277 . Background . The Brotherhood Outcasts are a splinter faction of the Brotherhood of Steel that broke ties with Elder Lyons ’ group at the Citadel . The Outcasts attribute their departure to their belief that Elder Lyons had lost sight of the Brotherhood ’ s true mission and the original reason for their presence in the Capital Wasteland : the recovery and preservation of advanced pre - War technology . Dissatisfied with Lyons ’ focus on aiding the local populace of the Capital Wasteland , a contingent of Brotherhood members led by Henry Casdin absconded from the Citadel in the dead of night , taking weapons and advanced technologies with them . Led by Casdin , the dissidents traveled north and eventually took up residence at Fort Independence , where they pushed back the indigenous raider groups and secured the pre - War installation as their headquarters . However , they are still undertaking efforts to occupy the Fairfax region from the raider groups , with one reconnaissance team retreating from the town mid - operation . Labeled “ Outcasts ” by their former brothers and sisters , the renegades adopted the moniker as a badge of honor , painting their armor red and black to distinguish themselves from the organization that they no longer serve . Although denounced as traitors by the East Coast Brotherhood , the Outcasts view themselves as the opposite ; in the Outcasts ’ eyes , they remain true to the Brotherhood of Steel and it was Elder Lyons who betrayed what the Brotherhood stands for . The Outcasts believe that their actions will be vindicated when they reunite with the main Brotherhood forces on the West Coast . Until that day , the Outcasts continue to uphold the Brotherhood ’ s mission and scour the Wasteland , reclaiming pre - War sites in search of valuable technology , such as the Virtual Strategic Solutions facility in the Bailey ' s Crossroads district , which the Outcasts are currently struggling to defend the region from the super mutants . Sometime between 2283 and 2284 , Arthur Maxson reunified the Brotherhood and the Outcasts by convincing the latter to conclude a truce at the age of 16 , becoming the new and youngest leader of the East Chapter of the Brotherhood of Steel . 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 . In addition to stockpiling viable technology salvaged from the ruins of the Capital Wasteland , the Outcasts analyze and reverse - engineer their findings , leaving work logs throughout their headquarters . Though 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 , 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 Lone Wanderer , and will fight against hostile enemies such as raiders , Enclave , creatures , and rogue robots . Relations . Relations with the Lone Wanderer . The Brotherhood of Steel Outcasts show great disdain towards wastelanders . While not hostile , they will constantly insult and berate the Lone Wanderer . Though the player character can make a deal with them at Fort Independence , it is not possible to join their faction . If the player character is caught trying to enter their base or killing Protector Henry Casdin , the Outcasts will become hostile unless the player character has delivered enough technology to them to be considered a friend . Even if the Lone Wanderer begins to be considered as a friend , the Outcasts will still berate the player character for their assumed technological backwardness , unless the Wanderer is wearing Outcast power armor , in which case the Outcasts will treat them as one of their own . Access to Fort Independence is never technically given , but after supplying Protector Casdin with enough scrap metal , energy weapons , and / or power armor , 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 , providing the player character does not pick the lock with an Outcast watching . Protector Casdin does engage in nearby firefights and can sometimes be found dead at Fort Independence , making the freeform 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 , 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 character ' s Karma is not affected . Relations with other factions . The Brotherhood Outcasts are considered hostile by the Brotherhood of Steel , and vice versa . Outcast and Lyons Brotherhood members will engage each other on sight , even though Elder Lyons professes to understand the reason for the Outcasts ' departure . Although the Outcasts emphasize collecting technology as their primary mission , not the protection of the populace , Outcast patrols will still engage hostile enemies such as raider groups , super mutant bands and Enclave patrols , although this is probably in self - defense . Similarly , Outcast patrols will not fire upon neutral Wasteland inhabitants such as scavengers . Technology . Brotherhood outcast soldiers are formidable opponents . They have superior protection , weaponry , and skills to virtually every indigenous 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 three units . A typical patrol consists of either two soldiers and one robot , or three men . One will be a melee attacker , one a mid - ranged , and one a 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 Lone Wanderer , Outcasts are usually not hostile ( but gruff and rude ) when encountered , making their appearance often helpful . Outcast patrols generally use the following weapons : In addition to having human members , the Outcasts make extensive use of protectrons , sentry bots and robobrains to round - out their small numbers . Some of the sentry bots are particularly powerful , equipped with gatling lasers . All of the above can be easily spotted by their red - and - black - flecked paint job , mimicking the armor 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 . 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 , such as stimpaks , 5 . 56mm ammunition , frag grenades , and RadAway . The Outcasts play a major role in , 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 ( e . g . Pip - Boy ) . Appearances . Brotherhood Outcasts appear in " Fallout 3 " and the add - on " " , and are mentioned in " " and " Fallout 4 " .