A brother's displayed Resolve never changes when he is wounded. But taking a hit while low on hitpoints makes him more likely to fail the morale check that the hit triggers. The penalty is hidden: it applies only to that one check, only on the brother who was hit, and it grows as his missing HP grows.
When a hit deals at least 15 hitpoint damage to a brother, and he is affected by losing hitpoints, the hit forces a morale check on him.
That check runs at a difficulty of:
diff = -40 * (1 - currentHP / maxHP) - attacker's ThreatOnHit
The current HP is read after the hit's damage is applied. The difficulty is subtracted from the brother's chance to hold, so it acts as an effective Resolve penalty that scales linearly with missing HP.
| Current HP | Effective Resolve penalty |
|---|---|
| full | 0 |
| half | -20 |
| quarter | -30 |
| near death | -40 |
The missing-HP term appears in no other morale check. A wounded brother is no more likely to break from:
Only a hit of 15+ damage landing on the brother himself reads his current HP.
For a skill that hits several times, each sub-hit of 15+ damage runs its own morale check against the HP left after that sub-hit.
A brother who is not affected by losing hitpoints takes no on-hit morale check at all. In Battle Brothers the Deathwish trait removes it.
Battle Brothers 1.5.1.8 game scripts.
scripts/entity/tactical/actor.nut:1743-1747, 1860, 1885, 2652, 1279-1283, 2885scripts/config/character.nut:211, 212