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![[Post New]](/s/i/i.gif) 2013/04/28 12:39:16
Subject: How do you magnetize/pin assault marine jump packs
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Deadly Dark Eldar Warrior
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I want to magnetize or pin the jump packs on so i can swap them for normal backpacks for when i choose to put them in a rhino/razorback/drop pod/land raider. I am basically asking how to do this and what size magnets work best for this sort of thing.
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This message was edited 1 time. Last update was at 2013/04/28 14:21:04
Screw a Hell Pit, or Warp Lightening Cannon or Doom Rockets, even The Dreaded 13th. All pale in comparison to the ability to place a forest. |
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![[Post New]](/s/i/i.gif) 2013/04/28 14:31:24
Subject: Re:How do you magnetize/pin assault marine jump packs
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Perfect Shot Ultramarine Predator Pilot
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Try 3x1 mm magnets, they work great (have done what you seek to do for a bunch of marines). Just place one magnet in the jump pack hole. For the other magnet on the back of the marine, first cut the extruding piece of plastic to make even ground and drill a hole there
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![[Post New]](/s/i/i.gif) 2013/05/03 14:15:34
Subject: How do you magnetize/pin assault marine jump packs
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Deadly Dark Eldar Warrior
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I did exactly what you said. It works great. Almost drilled my hand of with power drill and glued my fingers to the magnets multiple times but it all turned out well, Thanks!
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Screw a Hell Pit, or Warp Lightening Cannon or Doom Rockets, even The Dreaded 13th. All pale in comparison to the ability to place a forest. |
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![[Post New]](/s/i/i.gif) 2013/05/03 14:26:49
Subject: How do you magnetize/pin assault marine jump packs
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Space Marine Scout with Sniper Rifle
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Jake Hartley wrote:I want to magnetize or pin the jump packs on so i can swap them for normal backpacks for when i choose to put them in a rhino/razorback/drop pod/land raider.
I'm pretty sure assaults can't ride in a rhino/razorback as of 6th ed.
Only Infantry units can embark in vehicles unless the vehicle has a special rule allowing non-infantry to embark.
BRB, page 66.
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Primarch-Progenitor, to your glory and the glory of Him on Earth! |
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![[Post New]](/s/i/i.gif) 2013/05/03 14:39:45
Subject: How do you magnetize/pin assault marine jump packs
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Judgemental Grey Knight Justicar
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Sgt.Hakan wrote:Jake Hartley wrote:I want to magnetize or pin the jump packs on so i can swap them for normal backpacks for when i choose to put them in a rhino/razorback/drop pod/land raider.
I'm pretty sure assaults can't ride in a rhino/razorback as of 6th ed.
Only Infantry units can embark in vehicles unless the vehicle has a special rule allowing non-infantry to embark.
BRB, page 66.
Assault Marines are infantry. Remove the jump packs and they can take a Rhino or Drop Pod as a vehicle (at no additional cost because you are dropping the jump packs).
If they have the jump packs on they are inelligable to embark a vehicle as they are then infantry (jump) (or something to that effect, don't have the books in front of me atm).
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![[Post New]](/s/i/i.gif) 2013/05/03 14:40:36
Subject: How do you magnetize/pin assault marine jump packs
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Judgemental Grey Knight Justicar
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no, assault marines take off their JPs for discounts on transports (and they can just jump in storm ravens whenever  )
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I have half a mind to kill you, and the other half agrees |
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![[Post New]](/s/i/i.gif) 2013/05/03 15:50:14
Subject: How do you magnetize/pin assault marine jump packs
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Space Marine Scout with Sniper Rifle
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Have never personally understood removing jump packs from assaults..
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Primarch-Progenitor, to your glory and the glory of Him on Earth! |
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![[Post New]](/s/i/i.gif) 2013/05/03 16:03:14
Subject: How do you magnetize/pin assault marine jump packs
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Regular Dakkanaut
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Sgt.Hakan wrote:Have never personally understood removing jump packs from assaults..
Read the three posts above yours.
TL;DR - they get a discount on transports by removing their jump packs ( DA Assaults get a free Rhino or Drop Pod for removing their packs).
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DS:80+SGMB--I+Pw40k12#+D++A+/wWD-R++T(D)DM+
2013 W/L/D Ratio:
Dark Angels (3/12/2)
Malifaux (1/3/0)
JWhex wrote:Some of you guys need to go a through bad girlfriend or two and gain some perspective on things. |
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![[Post New]](/s/i/i.gif) 2013/05/03 16:37:44
Subject: How do you magnetize/pin assault marine jump packs
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Space Marine Scout with Sniper Rifle
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Matney X wrote:
Read the three posts above yours.
TL;DR - they get a discount on transports by removing their jump packs ( DA Assaults get a free Rhino or Drop Pod for removing their packs).
Yeah, I understand, but why bother? Seems like a way to skirt 'round a rule for what benefit exactly? They can no longer jump in once they disembark. Sort of like ordering a hamburger but saying, "Hold the beef. I just got it for the free container it comes in!"
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Primarch-Progenitor, to your glory and the glory of Him on Earth! |
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![[Post New]](/s/i/i.gif) 2013/05/03 16:41:03
Subject: How do you magnetize/pin assault marine jump packs
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Deadly Dark Eldar Warrior
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That is the point. i want the free container. Its a AV11 container with las/plas. If anything, the assault marines are just there cause they need to be. And plus, its not skirting round the rules because the blood angels codex says " The squad can remove its jump packs to count as infantry, It can than take a dedicated transport at a 35pt discount"
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This message was edited 1 time. Last update was at 2013/05/03 16:43:28
Screw a Hell Pit, or Warp Lightening Cannon or Doom Rockets, even The Dreaded 13th. All pale in comparison to the ability to place a forest. |
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![[Post New]](/s/i/i.gif) 2013/05/03 16:49:01
Subject: How do you magnetize/pin assault marine jump packs
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Space Marine Scout with Sniper Rifle
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It IS a very nice container, though...
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Primarch-Progenitor, to your glory and the glory of Him on Earth! |
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![[Post New]](/s/i/i.gif) 2013/05/03 19:13:39
Subject: How do you magnetize/pin assault marine jump packs
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Regular Dakkanaut
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Jake Hartley wrote:I did exactly what you said. It works great. Almost drilled my hand of with power drill and glued my fingers to the magnets multiple times but it all turned out well, Thanks!
I'd suggest a hand drill for future magnetizing. A power drill is a bit much for most applications.
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Current Armies
3000 pts
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![[Post New]](/s/i/i.gif) 2013/05/03 22:39:27
Subject: How do you magnetize/pin assault marine jump packs
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Deadly Dark Eldar Warrior
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Automatically Appended Next Post:
Rainyday wrote:I'd suggest a hand drill for future magnetizing. A power drill is a bit much for most applications.
Agreed....
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This message was edited 3 times. Last update was at 2013/05/03 22:41:04
Screw a Hell Pit, or Warp Lightening Cannon or Doom Rockets, even The Dreaded 13th. All pale in comparison to the ability to place a forest. |
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![[Post New]](/s/i/i.gif) 2013/05/04 11:44:30
Subject: How do you magnetize/pin assault marine jump packs
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Space Marine Scout with Sniper Rifle
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I just use a pair of vise grips clamped onto the drill bit. Works fine.
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Primarch-Progenitor, to your glory and the glory of Him on Earth! |
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![[Post New]](/s/i/i.gif) 2013/05/04 11:57:53
Subject: Re:How do you magnetize/pin assault marine jump packs
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Hurr! Ogryn Bone 'Ead!
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These are 3x2mm but 3x1mm would work just as well, also if theres a Halfords near you, i got a pin vise pretty cheap from there, about £5, ive had down to 1mm and upto 5mm bits in it so far, not bad for a fiver.
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4000 pts
2500 pts (half Flesh Tearers, soon to be all)
1k
Fresh start |
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![[Post New]](/s/i/i.gif) 2013/05/04 16:16:02
Subject: How do you magnetize/pin assault marine jump packs
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Been Around the Block
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I'm glad someone posted a picture. I only know gray knights as I helped my friend make it so his guys could be interceptors or regularly knights.
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![[Post New]](/s/i/i.gif) 2013/05/05 15:00:25
Subject: How do you magnetize/pin assault marine jump packs
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Regular Dakkanaut
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The DRis wrote:I'm glad someone posted a picture. I only know gray knights as I helped my friend make it so his guys could be interceptors or regularly knights.

I actually like this magnet placement better than replacing the nub. Is it pretty stable?
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DS:80+SGMB--I+Pw40k12#+D++A+/wWD-R++T(D)DM+
2013 W/L/D Ratio:
Dark Angels (3/12/2)
Malifaux (1/3/0)
JWhex wrote:Some of you guys need to go a through bad girlfriend or two and gain some perspective on things. |
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![[Post New]](/s/i/i.gif) 2016/04/11 14:13:14
Subject: How do you magnetize/pin assault marine jump packs
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Blood Angel Neophyte Undergoing Surgeries
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The DRis wrote:I'm glad someone posted a picture. I only know gray knights as I helped my friend make it so his guys could be interceptors or regularly knights.

Anyone know what size those magnets are? I'm planning on doing this for my Death Company, but the 3mm x 1mm magnets I have are a little too big. I plan on fitting them with this method of keeping that "nub" to keep the packs aligned.
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![[Post New]](/s/i/i.gif) 2016/04/11 14:18:19
Subject: How do you magnetize/pin assault marine jump packs
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The Marine Standing Behind Marneus Calgar
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Not sure about those, but I used 2mm x 2mm magnets for mine.
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![[Post New]](/s/i/i.gif) 2016/04/11 14:25:00
Subject: How do you magnetize/pin assault marine jump packs
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Blood Angel Neophyte Undergoing Surgeries
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Thanks for the reply, and for taking time to show a picture! I was thinking of trying some 2mm x 1mm. The only problem with the Death Company jump packs is that they aren't solid above where the "num" connects, they're longer and hollow. If that makes sense?
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![[Post New]](/s/i/i.gif) 2016/04/11 14:27:11
Subject: How do you magnetize/pin assault marine jump packs
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Dakka Veteran
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paintatdawn wrote:Thanks for the reply, and for taking time to show a picture! I was thinking of trying some 2mm x 1mm. The only problem with the Death Company jump packs is that they aren't solid above where the "num" connects, they're longer and hollow. If that makes sense?
The best fix for this is to stuff the hollow, long area with Green Stuff before assembly. This way, the magnet won't rattle around in the bit if it works loose and will also give you something more solid to drill a hole into.
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This message was edited 1 time. Last update was at 2016/04/11 14:36:42
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![[Post New]](/s/i/i.gif) 2016/04/11 14:32:34
Subject: How do you magnetize/pin assault marine jump packs
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The Marine Standing Behind Marneus Calgar
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If you look in my picture, you will not the greenstuff in the pack. It started life a long oval. Sounds like the Death Co. ones are the same.
Roll a little ball of greenstuff
Drop it into the top half of the hole
Smoosh it in with a toothpick, leaving space for the magnet
Push in magnet (be sure your polarity is right)
Take a spare back torso with a nub
Wet it (as not to stick to the GS)
Push it into the jump pack, to make a nice socket for the nub to sit in. A little twist helps
Some GS might have oozed out, clean it up. You might have to push in the nub again to clean up the hole again
Wait for it to cure
Prime/paint/etc.
Crush the enemies of mankind.
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![[Post New]](/s/i/i.gif) 2016/04/11 14:39:38
Subject: How do you magnetize/pin assault marine jump packs
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Blood Angel Neophyte Undergoing Surgeries
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Mdlbuildr wrote:
The best fix for this is to stuff the hollow, long area Green Stuff before assembly. This way, the magnet won't rattle around in the bit if it works loose and will also give you something more solid to drill a hole into.
That did cross my mind!
Nevelon wrote:If you look in my picture, you will not the greenstuff in the pack. It started life a long oval. Sounds like the Death Co. ones are the same.
Roll a little ball of greenstuff
Drop it into the top half of the hole
Smoosh it in with a toothpick, leaving space for the magnet
Push in magnet (be sure your polarity is right)
Take a spare back torso with a nub
Wet it (as not to stick to the GS)
Push it into the jump pack, to make a nice socket for the nub to sit in. A little twist helps
Some GS might have oozed out, clean it up. You might have to push in the nub again to clean up the hole again
Wait for it to cure
Prime/paint/etc.
Crush the enemies of mankind.
You know what, I didn't even notice. I saw you used green stuff, but the way you have done it is great. Didn't even seem like it was longer before. I am definitely trying it this way! Just need to get some 2mm magnets. 3mm slightly overlaps with the nub..
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![[Post New]](/s/i/i.gif) 2016/04/11 21:19:56
Subject: How do you magnetize/pin assault marine jump packs
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Fresh-Faced New User
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Regular power drill is fine if it has a lower gearing and a nice easy trigger that lets you sit really slow. I have a Ryobi drill which is perfect for the job. Drill bits have trouble getting through skin at low speed.
As an example I magnetised all my lootas and burnas in about and hour and a half using power tools. I was rushing and made a couple of mistakes, but I managed to get all 16 orks with their 64 magnets mounted correctly in time for a game later that day.
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