The base N95 rules work [surprisingly?] well for gangers in SW:A, given that they are the same ruleset. The Inquisition work well for Rogue Traders and retinue.
We tend to prefer the N95 campaign rules to the SWA campaign rules [lasts longer, more variety], as well as the N95 Ammo Roll rules over the SWA Ammo Roll rules [1D6 is more"swingy" than 2D6, thus also more risky, representing not having an immediate Military Supply Chain].
ON THE PRECIPICEA setting for Necromunda and Shadow War: Armageddon. “Further down, beneath Isola’s scrambling limbs, was the main route through the Skeins – a jury-rigged transitway, welded together from the superstructures of flayed ships. The road was crowded with debris, mechanical an...
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In the end, given those elements, every gang in N95 as well as every kill team in SWA plus every mob in GorkaMorka seem to balance out surprisingly well. So far, at least.
Plus, the old N95 "Tunnel Fight" scenarios would make excellent "fought on a BSF map" scenarios, as well as "fought on a Space Hulk map" scenarios, to go with the usual "fought amidst the gantries of the abandoned space ships that make up the Skeins."
I have been printing up the free Thingiverse terrain options, as mentioned [NOTE: the various "Underworlds" hex terrain are the same size hexes as BSF hex terrain, allowing for those various "blocked hexes" to have some variety]. Then the Portals. Then expansion tokens [I -think- I have the Ambull tokens figured out].
Will keep you abreast of how our
Precipice N95/SWA campaign goes [though it looks like Nova Scotia may be headed for another lockdown].