Difficulty in Rogue Trader lets you know about the different difficulty options available before beginning a new game. There are 5 premade difficulty levels that can be chosen, ranging from Story, which is the easiest difficulty available, to Unfair, which is the most challenging of all of them. However, you can also decide to edit certain sliders within the chosen difficulty level, allowing you to create a custom difficulty mode. 

 

Which Difficulty should I choose?

There are many things to have into consideration before choosing a difficulty setting to experience Rogue Trader. Players should ask themselves which kind of experience they want to have while exploring the Koronus Expanse. It is important to take into consideration previous experience on CRPG games, as well as strategy or resource-management games, before deciding a difficulty setting.

Newcomers to the genre, or players who want a more relaxed experience should settle for Story mode. Normal mode if they have played a few games of the genre. Daring, Hard, and Unfair are reserved to players who have a considerable amount of experience playing CRPGs. It is not advised for newcomers.

 

 

All Rogue Trader Difficulty Modes

There are five different difficulty modes in Rogue Trader. These five difficulties area, from less challenging to most challenging: Story, Normal, Daring, Hard, and Unfair. When creating a new game players will have to select a difficulty mode. If they want a more personalized experience, players can edit any of the sliders in each difficulty, enabling a sixth mode, called Custom.

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Story
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Normal
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Daring
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Hard
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Unfair

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Story

  • Enemy stats are reduced by -30%.
  • Enemy wounds are reduced by -60%.
  • Damage inflicted by enemies is reduced by -60% after all modifiers have been applied.
  • Enemy dodge is reduced by -20%.
  • The party's momentum gains are increased by +40%.
  • Minimum damage for party members is 4 or 40% (whichever is greater) after all modifiers have been applied.
  • Party members' resolve is increased by +2.
  • The chance to hit cover when shooting at enemies is decreased by -15% for half cover and -30% for full cover.
  • A party member receives an injury if they receive damage that is equal to or higher than 75% of their total wounds in one round.

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Normal

  • Enemy stats are reduced by 20%.
  • Enemy wounds are reduced by 40%.
  • Damage inflicted by enemies is reduced by 30% after all modifiers have been applied.
  • Enemy dodge is reduced by 10%.
  • The party's momentum gains are increased by 20%.
  • Minimum damage for party members is 2 or 20% (whichever is greater) after all modifiers have been applied.
  • Party members' resolve is increased by 1.
  • The chance to hit cover when shooting at enemies is decreased by 10% for half cover and 20% for full cover.
  • A party member receives an injury if they receive damage that is equal to or higher than 65% of their total wounds in one round. 

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Daring

  • Enemy stats, including wounds and dodge, are not reduced.
  • Enemies inflict full damage.
  • The party's momentum gains are not scaled.
  • Minimum damage for party members is 0 or 10% (whichever is greater) after all modifiers have been applied.
  • Party members' resolve is equal to its base value.
  • The chance to hit cover when shooting at enemies is equal to its base chance.
  • A party member receives an injury if they receive damage that is equal to or higher than 50% of their total wounds in one round.

This difficulty is NOT RECOMMENDED for players not familiar with the Warhammer 40,000: Rogue Trader system.

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Hard

  • Enemy stats are increased by +10%.
  • Enemy wounds are increased by +20%.
  • Damage inflicted by enemies is increased by +10% after all modifiers have been applied.
  • Enemy dodge is increased by +10%.
  • The party's momentum gains are decreased by -15%.
  • The chance to hit cover when shooting at enemies is increased by +10% for half cover and +20% for full cover.
  • A party member receives an injury if they receive damage that is equal to or higher than 40% of their total wounds in one round.

These modifiers increase gradually up to the values above, reaching them by the end of Chapter I.

This difficulty is NOT RECOMMENDED for players not familiar with the Warhammer 40,000: Rogue Trader system.

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Unfair

  • Enemy stats are increased by +20%.
  • Enemy wounds are increased by +50%.
  • Damage inflicted by enemies is increased by +30% after all modifiers have been applied.
  • Enemy dodge is increased by +20%.
  • The party's momentum gains are decreased by -30%.
  • The chance to hit cover when shooting at enemies is increased by +20% for half cover and +30% for full cover.
  • A party member receives an injury if they receive damage that is equal to or higher than 30% of their total wounds in one round.

These modifiers increase gradually up to the values above, reaching them by the end of Chapter I.

This difficulty is NOT RECOMMENDED for players not familiar with the Warhammer 40,000: Rogue Trader system.

 

 

Difficulty Settings Comparison Table in Rogue Trader

Table Terminology

  • Enemy units Dodge modifier (%): This Value is added to the base chance of an enemy's dodge against all attacks.
  • Half Cover hit bonus: This value is added to the change of hitting half cover when aiming at an enemy for all the characters in the party.
  • Full Cover hit bonus: This value is added to the chance of hitting full cover when aiming at an enemy for all the characters in the party.
  • Party Momentum gain modifier (%): This value is a percentage modifier for the amount of momentum the player's party gains from all sources.
  • Minimum damage deal to enemies after reduction from armour and deflection: This value is the minimum flat damage that enemies suffer after applying all modifiers to damage, such as deflection and armour.
  • Minimum damage deal to enemies after reduction from armour and defection [+%]: This value is the minimum percentage of base damage that enemies suffer after applying all modifiers to damage, such as deflection and armour.
  • Minimum damage dealt to enemy ships after reduction from armour and deflection: This value is the minimum flat damage that enemy voidships suffer after applying all modifiers to damage.
  • Minimum damage dealt to enemy ships after reduction from armour and deflection [+%]: This value is the minimum flat damage that enemy voidships suffer after applying all modifiers to damage.
  • NPC characteristic modifier [+%]: This value is a percentage modifier for the base characteristic of all non-player characters, excluding the player's companions.
  • Max duration for hard crowd control effects on party (number of rounds): This value is the upper limit on the duration of effects inflicted by all party members which inhibit the ability to move or act (such as stunned or cannot attack). The duration is calculated in rounds.
  • Skill Test Difficulty Modifier: This Value is a flat modifier for the difficulty of all skill test made by the party.
  • Damage Required to receive injury (% of wounds): This value is the percent of maximum character's wounds lost in one round required to suffer an injury. 
  • Number of Rounds before a fresh wound becomes an old wound: This value is the number of rounds after which a fresh injury becomes old injury.
  • Number of Injuries received before becoming a Trauma (Stacks): This value is the amount of injury stacks that lead to a trauma.

Please check the following table to quickly learn the different experiences players can expect depending on the difficulty selected.

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Story
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Normal
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Daring
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Hard
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Unfair
 Enemy Unit Dodge Modifier (+%) -20% -10% 0% 10% 20%
Half Cover Hit Bonus  -15  -10  10  15 
Full Cover Hit Bonus  -30  -20  0 20  30 
Party Momentum gain Modifier (+%)  40%  20%  0%  -15%  -30% 
Minimum Damage Dealt to Enemies after reduction from armour and deflection
Minimum Damage Dealt to Enemies after reduction from armour and deflection (%) 20% 20%  0%  0% 
Minimum Damage Dealt to Ships after reduction from armour and deflection
Minimum Damage Dealt to Ships after reduction from armour and deflection (%) 20%  20% 0% 0% 
NPC Characteristic modifier (+%) -30%  -20% 0% 10%  20% 
Max Duration for Hard Crowd Control effects on Party (Number of rounds) Unlimited  Unlimited Unlimited  Unlimited
Skill test difficulty modifier 20%  10%  0% -10% -20%
Enemy Hit Poins Percent Modifier (%) -60% -40%  0% 20%  50%
Party Damage Dealt After Armor Reduction Percent Modifier (%) -50%  -30% 0% 10%  30% 
Damage Required to Receive an Injury (% of wounds) 75%  65% 50%  40% 30% 
Number of rounds before a fresh wound becomes an old wound 3
Number of injuries received before becoming a Trauma (Stacks)
Space Combat Difficulty Easy  Normal  Daring Hard  Hard 

 




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