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OK, so it really bugs me when I go to make a list and I realize I only have 2 plasma gun wielding marines or a single assault marine with a meltagun. Yet I have plenty of spare 'special' guns from previous sprue sets. So I figured I might as well finally up and buy some earth magnets to allow me to swap weapons out freely as I wish. That way rather than making sure I have everything I could possibly ever want in every form I can simply have a bunch of empty handed models and rack of guns to pop in an out.
My problem is this: I've never worked with earth magnets before.
What size would work best? I think I'd need something about the diameter of a marine's clenched fist.
Who makes the most reliable magnets or best for their cost?
Do I need to do anything to conceal the magnets or are they thin enough that they are mostly (if not totally) unseen from a gaming perspective?
Lastly, can you paint over the magnets without them distorting their magnetic qualities? I'm just not sure if Citadel or other common paints contain any bizarre metallics.
Thanks in advance, and wish me luck
I can say i have some experience with rare earth magnets from www.amazingmagnets.com/.
They have a great choice and imo good service and price.
For marines, i use 1.5mm diameter rods that are 1.5mm long, very tiny but powerfull enough.
i place one in the body and one in the arm ( watch the polarity) (1/16"-1/16" rod magnets)
btw, i doubt you can use a meltagun on an assaultmarine.
those magnets have enough power, are small enough to sit completely inside the frame, so you don't need to conceal them. rare earth magnets disk od 6 mm diameter arte even strong enough to hold options of a tank; like smoke launcher onto the hull through the plastic.
paint does nothing to the properties, safe maybe metal particles containing paint, but boltgunmetal and susch do not influence it .
one tip: make sure you get the polarity right on one model, and use that as a mastermold. make more arms on that, then use the arms to get the polarity righht for in the bodies again. that way you hardly ever get a missmatch, and every set of arms is usable on every model.
got more questions, just ask away.
Personally I think you are better off buying a few more 'spare' marines to act as 'special weapons' replacements. I have used rare earth magnets, but for the weapons on Tau Crisis Suits, which are considerably larger than Space Marines.
Do what I have done and have maybe six or so replacements with special weapons, that can be swapped in or out of a squad as required. If your squads have particular shoulder insignia for squad identification, then you will have to work out a system so that the special weapons guys have something that could be used for any squad, so that they can be flexibly deployed.
I think you will cause more damage and go to more expense and spend more time trying to insert magnets into the small bodies of Space Marines. There is also more potential to lose the actual weapons too...
Ryan Dancey, Vice President of Wizards of the Coast, believed that TSR failed because of "...a near total inability to listen to its customers, hear what they were saying, and make changes to make those customers happy." Are you listening, Games Workshop ?
Thanks for the tips, if anyone else has any let 'em fly.Originally Posted by vindicator
As for the meltagun on the Assault marine, I can use them with Veteran Assault Squads as I'm a BA player