sear: The chance to go rogue isn't a function of how many enemies there are or their relative strength. It's simply a per-turn percentage check based on the CNPC's base rogue chance, and decreased by your party's maximum Leadership skill.
Different CNPCs have different base chances to go rogue, which reflects their personalities (i.e. some CNPCs panic more, others don't like taking orders).
I will add that I did find this a bit annoying. While I appreciate some npcs don`t like taking orders, etc, I find it hard to believe that some would just run and do their own thing when it`s quite clear (to Human eyes) that it`s a bad idea. Perhaps it would be better to have the Follower `cut loose` when the battle is clearly in the team`s favour? ie, the number of friends to enemy is whittled down 3:1? And reduce the chances of Followers shooting off to a much less of a %? I would even add, make them obey orders once injured or simply flee, but not decide to break away to fight separately.
I do a lot of `drag and bagging` tactics to beat foes which would be otherwise impossible (Honey Badgers in caves!) and, boy, she ruined it every time by being `independent`. I kept thinking to myself, `What do want, woman? Independence or your life?
FOLLOW MY ORDERS!" Yea, she died and that part took me hours to do and I just couldn`t face reloading just to get her back. We said a small prayer before moving on...
All fun though and actually a very good game, once you know what you`re doing! :)[i][/i]