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Magnetic mutations

Posted: Thu Apr 09, 2015 10:45 pm
by Kaiowas
thinking of doing something a little ambitious with my next mutation-capable team, having one arm magnetically attached ready to be replaced by tents/claw/big hand etc etc. Anyone got any tips on how small the mags should be? will they be strong enough to hold the mutation in place

Re: Magnetic mutations

Posted: Thu Apr 09, 2015 11:47 pm
by gninocker
These have magnets to adhere a tail. One of the bse set, two sculpted with magnet :

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Re: Magnetic mutations

Posted: Fri Apr 10, 2015 8:30 am
by Don__Vito
I've a whole Pact team using Chaos Marauder plastics where every player has a magnetised mutation. I use both 1.5x1mm and 2x1mm neodymium rare earth magnets. EBay sells them for pennies. Strong enough to hold fine and small enough to attach necks to bodies.

Posted: Fri Apr 10, 2015 9:32 am
by Kaiowas
Great!