The Outcasts are a major enemy faction in Tom Clancy's The Division 2, they are hell-bent on revenge because they were forced to be quarantined and imprisoned. Their leader, Emeline Shaw, believes everyone is complicit and urges her followers to punish the guilty by spreading sickness and murdering indiscriminately. They are notorious for their sadistic nature and religious-like devotion to their cause, which is reflected in their use of suicide bombers and flamethrowers. They are the third most organized faction, and possibly the most violent in Washington, D.C., as they have known to mimic terrorist-style tactics such as suicide bombing and bioterrorism, their goals have even attracted those who weren't part of the quarantine on Roosevelt Island including those with Law-Enforcement or Military Training.
Their fanatical devotion to their ideals are somewhat similar to the Cleaners, and some Outcasts even utilize homemade flamethrowers that resemble the Cleaner's custom rifles. However, their goals appear to be the complete opposite of each other: The Cleaners wish to burn away all traces of the Green Poison, regardless of what must be sacrificed in the process, whereas the Outcasts want to spread death, disease, and misery wherever they go as revenge against a society that let them suffer in quarantine.
Bitter survivors of a forced quarantine bent on revenge against those who brutally imprisoned them and the society that stood by and let it happen. Their charismatic, bloodthirsty leader believes everyone is complicit and urges her followers to punish the guilty by spreading sickness and murdering indiscriminately.
The outcasts despise the True Sons and mark them as the ones primarily responsible for the quarantine and treatment as they (as the Joint Task Force and under command of Antwon Ridgeway) were the ones who imprisoned them and left them to die in the first place. They have been known to attack the True Sons and execute any survivors. Despite this, they are not actively at war with the True Sons compared to the Hyenas and are more focused on terrorising the Campus settlement, such as sending people infected with green poison to try and infect the settlement (DCD headquarters), and attacking anyone who is affiliated with them.
However, for some reason, they are hostile towards the Hyenas, as an echo located on H street NW, near the World’s End control point provides evidence that at least one group of outcasts (Composed of the Kilt, The Swift, The Mast and 2 other unnamed outcasts) and at least one group of Hyenas (Composed of Shocks, Temper, Bullet and two other unnamed Hyenas) were fighting over territory while trying to take out a squad of True Sons that were guarding a building in Downtown West (Composed of Private Scott, Private Madding, Private Usher, Private McMasters and two other unnamed True Sons.)
Following the death of their leader, loss of their stronghold and the invasion of the Black Tusk, the Outcasts are now at war with every faction and are trying for control of positions within D.C.
However, Neptune has joined forces with some of them along with the Cleaners to create some sort of plan for D.C..
Outcasts are an untrained militia and as such act accordingly. They have an informal yet surprisingly effective combat style, and are inventive when coming up with weapons. Outcasts tactics are simple - to pin the target down with gunfire and allow their CQC specialists to enter combat (Rushers, Scorchers and Tanks). They are generally more disciplined than the Hyenas in their combat style, but less than the True Sons.
When they were organised and had a designated leader, they were a high level threat as they had begun to use biological warfare against the Division and The Campus, and would launch concentrated attacks. They had also established multiple bases of operation - Roosevelt Island being their primary base, but having bases at the Manning National Zoo, and Kenly College. But after the Division's concentrated campaign against them, they lost all their operating bases, weapon supply, and leaders, making them a low-to-medium level threat in DC.
Having suffered from their quarantine from the JTF under Colonel Ridgeway's administration, the Outcasts pursue only one goal; revenge. They seek to bring about calamity and destruction to those that wronged them and see any 'bystanders' as equally guilty for doing nothing but watching them suffer in Roosevelt Island. Their followers' zealous devotion to their leader and their cause, the usage of distinctive, if not, poetic titles by some members, and their leaders' religious guidance is among evidence to suggest the Outcasts is a cult. They might even see their revenge against the world as a crusade of sorts. Their irrational mindset, however, does not stop them from being sophisticated and thinking outside of the box. The Outcasts' usage of homemade weaponry and the diverse combat style is a testament to their unorthodox, yet effective ingenuity. They typically identify their territory with "decorations" of glass shards wrapped in caution tape as seen on the bridge to Roosevelt Island.
Emeline Shaw - Leader of the Outcasts - Killed by The Division at Manning National Zoo; Unique Scorcher that can throw proximity mines that detonate when a player is near them, similar to LMB shock mines.
The Salamander - Killed by The Division at Columbia Plaza Broadcast; Scorcher
The Vehement - Killed by The Division at Manning National Zoo; Unique Assault that can use shock grenades.
The Devourer - Killed by The Division at Manning National Zoo; Unique Tank armed with a fire axe and contact mines and can be identified by the crocodile print on his helmet and shoulder plates.
The Harsh - Killed by The Division at Manning National Zoo; Unique Tank armed with a flamethrower, similar to Major Keates (The Lincoln Memorial), Cleaner Incinerators, and Kenly College tanks - see below.
Before the outbreak, we used to call these guys co-workers, colleagues, friends and family. Now we just call them sons of bitches. I know they were wronged by that quarantine, but these guys have given themselves to vengeance instead of trying to rebuild. I know we were all wronged by it, but what they're doing now is beyond the pale.
The Assault Unit are survivors from the Roosevelt Island Quarantine who wish to seek revenge on those responsible. Although they lack combat experience, they fight with passion and are quickly learning their way on the battlefield.
Basic attack troops that wield Classic AK-Ms (Regular) or a FAL SA-58 (Veteran/Elite). They can be identified by their black and yellow hooded cloaks and lack of special equipment, as well as civilian clothing underneath.
There are 2 different variants that can be recognised.
The first is a caucasian guy with a light gray and white checkered shirt and mostly yellow hood.
The second is an African-American man with a sky blue amd white checkered shirt and a mostly black hood.
In terms of tactics, they are more aggressive than True Sons Assaults, who are more cautious.
However, they are smarter than Hyena Assaults and use cover more often, and are better armed.
Elite assaults will be equipped with concussion grenades.
Named Assaults in the Dark Zone will be equipped with DC-62 Grenades.
Notable assaults include The Vehement (Manning National Zoo) and the Steady (Bounty).
I'm a big fan of explosions, but just how broken do you have to be to strap a bomb on yourself? Put a bullet in their tank and stand back. Yeah, I know, I shouldn't say it like that, but damn, I just don't know what else to say. It's frustrating when you think about us trying to rebuild while these assholes are giving everyone a front-row seat to their private apocalypse.
Rushers are suicide bombers that are infected with the Green Poison. They know they have a short life expectancy ahead of them and want to take down as many of their enemies as possible when they die. Rushers often spend their final hours listening to propaganda.
A speedy suicide bomber equipped with an explosive vest.
They run at their target with the intent to blow themselves up, taking out the enemy in the process.
They are easily identified by their shaved head, light gear, and the flashing bomb on their vest. Their vest can be shot, causing them to explode prematurely, damaging friend and foe alike.
Elite variants will set themselves on fire, adding a fire effect to their explosion similar to a molotov, and can be identified by the rushers waving their arms around like maniacs.
These units are at their most dangerous when an Agent is distracted by other Outcasts.
A single one can spell doom if they can get close enough before they are noticed. Due to this, Agents should keep an eye out for these units when Outcasts are present, and prioritize destroying them when possible.
No notable Rushers.
The thought of these guys scurrying round trying to get a buch of psychopaths to use incendiary rounds would make me laugh if it wasn't so frightening. If you don't manage to destroy their ammo crate, make sure to stop by and grab some of those incendiary rounds for yourself.
The support unit's primary objective is to provide their allies with ammunition on the battlefield. Picked for their speed, they are comprised of the most physically fit members of the Outcasts.
Unit that places down ammo boxes for his allies and are armed with a Black Market T821 (regular) or MP7 SMG (Veteran/Elite).
These ammo boxes contain special ammo that then can be picked up by other Outcasts. This box can be shot and will damage anything in a small area.
They can be identified by the large backpack on their back, as well as their unhelmeted heads and yellow sleeveless T-shirts.
Although they are much like the Assault archetype, they are far more dangerous as their bullets can cause burning in certain instances.
Regular and Veteran versions use Incendiary Ammo, while the Elite variants utilise shock rounds. They usually drop special ammo upon death.
There is a special ammo box on their backpack that if shot will do explosive damage and disable their ability to place down ammo boxes.
Notable Supports include the Epidemic (Bounty) and The Sparse (Bounty).
The bow may not be the most high-tech solution to ranged combat, but it does carry some advantages. Chief among them are silence and the ability to attach explosives. If you say one word about 'my people' using them because I'm First Nations, I'm going to rip you a new one.
Throwers are equipped with Molotv cocktails made from whichever explosive or flammable compounds they can find at the time : petrol, gas, industrial grade laundry detergent. Throwers are prone to self-immolation. It's not uncommon for them to perish during the manufacturing process.
Offensive units equipped with an M1911 (regular) and an MP5A2 SMG (Veteran/Elite) that throws molotov cocktails.
They can be identified by their yellow baseball caps.
The molotovs they throw leaves a patch of fire around an area for a length of time, and will explode on impact, so evasive maneuvers must be taken while they are still in midair.
Just like Grenadiers of other factions, they can be interrupted mid-throw, and their red pouch on their right thigh can be destroyed. Note that if their molotov is shot out of the air, the fire will spread to the ground right under it, regardless of how high in the air the cocktail was.
Elite variants throw white phosphorus grenades that detonate after a short fuse, similar to an elite True Sons Thrower.
Notable Throwers include The Cursed (Free Roam) and the Liberation (Bounty).
Named Outcast Throwers in the dark zones will be equipped with concussion grenades.
Came up against a few of these a while back. Can't say I'm a huge fan of theirs. Though I'd guess they're not a huge fan of mine at this point, either. Keep your head down and get your flank on. That ammo pouch makes a great target.
The Heavy Weapons unit uses light machine guns and suppression techniques to immobilise their enemies. Many of them were formally riot police and know the streets of DC well. They often hold live drills in rural areas of the city to test new tactics.
Unit armed with an Military RPK-74 M LMG and PF45 pistol that provide suppressive fire with their LMG.
They wear bandannas and have shaved heads, similar to Suicide Bombers.
Functionally, they are very similar to True Sons' Heavy Weapons, (the ammo pack weak spot and suppression tactics) but they lack the armoured helmet and ability to go prone.
If their ammo pack is hit they will flail as their ammo pack goes off, but if they survive they switch to their PF45. Only veteran and higher ranks appear to spawn.
Bounty Heavy Weapons have more armor, throw incendiary grenades and use armour repair kits, as well as use their LMG even if the ammo pack is detonated.
Notable Heavy Weapons include The Corpulent (Potomac Events Center), The Raven (Manning National Zoo), The Spitfire (Kenly College), and The Kin (Kenly College).
Their dogs are inspired by fear of punishment, not love of owner, and that tells pretty much everything you need to know about these guys. Anyone who beats their animals to keep them in line doesn't have a place in this world or the next. Our treatment of animals is a reflection of our deepest morality.
Controllers operate RC cars equipped with spinning blades. They find a great sense of satisfaction in seeing their enemies get brutally slashed apart. Many of them previously worked as mechanics or engineers.
Technical unit that utilizes an RC car equipped with sawblades.
They can be identified by the large antenna protruding from their backpack and Double Barrel Shotgun (regular) and Military M870 (Veteran/Elite) shotguns.
These RC cars will rush towards their target and attempt to cut them apart with the spinning saws.
When they connect, the victim will suffer constant heavy damage and bleeding effect if they do not get out of the way.
Additionally, the RC cars are heavily armored on the front and sides, but they have a weak spot on the rear.
The RC can be avoided with a dodge roll, which exposes its weak backside, and the saws can be destroyed, rendering the RC useless.
Dodging also can make the car get stuck on a wall for a few seconds, making it immobile.
Notable Controllers include The Blade (DCD Headquarters).
Controllers in the Dark Zones will instead deploy an RC Car with an incendiary payload, similar to Elite Hyena Controllers.
Back in April, we had one of these guys walk up to Haven's gate and just start on it with his sledge. I think he thought the metal made him some kind of superhero. What the honest-to-god-fuck is wrong with these guys? Strapping that much metal to yourself and bashing people's brains in with a hammer is next-level crazy.
Tanks have been recruited based on their physical strength. Once they've picked a target, they won't stop attacking until their victim is dead. Outside of combat, Tanks perform most of the manual labor tasks inside Outcast settlements.
Heavily-armored melee unit armed with a sledgehammer.
They walk towards their target, but will switch to sprinting if they get close enough.
They deal very high damage with each swing, but their attacks are slow, and leave the tank vulnerable to a counterattack.
Agents that get accustomed to the timing of each swing can easily dodge roll away from each attack and strike back for heavy damage.
Named Outcast Tanks are faster and do more damage per hit.
Some named Tanks in the Kenly College Expedition are armed with flamethrowers.
Named Tanks in the Dark Zones have stolen SHD bombardier drones and DC-62 grenades.
Notable Tanks include The Basilisk (Roosevelt Island), The Devourer (Unique, armed with a fire axe) (Manning National Zoo) The Harsh (Unique, armed with a flamethrower) (Manning National Zoo), and the Bloodhound (Federal Emergency Bunker).
Two tankers with more dangerous attacks (Fire Axe (The Devourer) and a Flamethrower (The Harsh) ) are holed up as Emeline's Guards in Manning National Zoo.
Flamethrowers? Who gave them flamethrowers? It just seems a bad idea to give legitimate crazies access to fire. I've got a bad feeling about how this one is going to play out.
Scorchers were originally formed to utilize the Outcast's abundant fuel supplies. They began using flamethrowers in combat and quickly became one of the most feared units on the streets of DC.
Typically female Outcast members that utilise homemade flame throwers and can be recognised from their soot-streaked goggles and sleeveless tops.
They are similar to the Cleaner Sweeper/Cleaner Incinerator from the original game, but their weak spot is the red fuel tank they carry on their waist. Destroying the fuel tank will cause heavy damage to them, or in certain instances, (such as on regular variants) kill them up front.
If their fuel tank is shot, it explodes, deals explosive damage after a short countdown and leaves the scorcher unable to use their flamethrower, and will switch to a Tactical M1911 (regular) or a Police 686 Magnum (Veteran/Elite), similar to the heavy weapons.
Notable Scorchers include The Wildfire (Roosevelt Island) and The Pure (Kenly College).