BERZERKER! Posted May 6, 2011 Share Posted May 6, 2011 Hi All, I am sure someone somewhere will have thought of this previously, but a search of Google and the forums brings me no luck. I have a conversion in mind which will involve using scout torsos/arms, and PA legs. Otherwise i want to go for a cross between DA/Ironhands themes, and need some good fluff for a new chapter, but thats for another thread. My main worry is that the legs will throw the proportions of the models out. Any help would be much appreciated, pics moreso! Cheers Link to comment https://bolterandchainsword.com/topic/229216-mixing-kits/ Share on other sites More sharing options...
Olis Posted May 6, 2011 Share Posted May 6, 2011 I'd recommend using PA torso's and using Scout legs instead - I've seen results from a certain other member of B&C (in the Ultramarine subforum) and it worked very well. The scale wasn't thrown off like it could do with PA legs and a Scout torso. Hope this helps. Link to comment https://bolterandchainsword.com/topic/229216-mixing-kits/#findComment-2749704 Share on other sites More sharing options...
BERZERKER! Posted May 7, 2011 Author Share Posted May 7, 2011 Whilst i appreciate the input, the image i have in mind isnt really met by doing the conversion the other way around. Link to comment https://bolterandchainsword.com/topic/229216-mixing-kits/#findComment-2749731 Share on other sites More sharing options...
Olis Posted May 7, 2011 Share Posted May 7, 2011 Fair enough, your call, frater. :sweat: Link to comment https://bolterandchainsword.com/topic/229216-mixing-kits/#findComment-2749732 Share on other sites More sharing options...
LostAlone Posted May 9, 2011 Share Posted May 9, 2011 I think it would be difficult to do but not impossible. I think you are right to worry about scale, because of the PA waist being rather larger than the scout torso. Not hugely, but by enough. Since you'll have to do something to the legs to make the torso fit on since the legs have a bump to fit into the PA torsos hollow anyway... I'd be thinking split the legs in half down the middle of the codpiece (try not to wince) and cut/file the whole codpiece off, NOT the 'joint parts' (you need them to reattach the legs), just remove the armored jock strap part. Then you can make a new codpiece easily enough (its just a rounded cone) that is flat on top and will properly fit the scout torso both to scale and in shape. If you are doing it the way I think you are and cutting below the scouts belt, then as long as you make the new codpiece a little smaller than the original PA one, so the belt is JUST sticking out then the join won't show. Then reattach the legs to the codpiece while the clay is soft enough to 'push' the legs just a little into it, and that join will be exactly on the natural join should be so it'll look good there too. The finished effect would be that the codpiece is shorter (ie doesn't stick out past the bottom of the leg join as the PA ones do) but should make the waist look a whole lot more natural, even if your scout has a little less to boast about (demonstrably not QUITE superhuman if you ask me). I wouldn't want to be doing that for a lot of minis, because its delicate and pretty slow work, but it certainly can be done. Is the result going to be 'light flexible marines' or more 'solid, heavy scouts' btw ? Edits for clarity. Link to comment https://bolterandchainsword.com/topic/229216-mixing-kits/#findComment-2752292 Share on other sites More sharing options...
BERZERKER! Posted May 9, 2011 Author Share Posted May 9, 2011 Thanks for the detailed explanation there. I think this will really help! The idea definitely hadn't occurred to me. And, as I am building cyborgs, I dont think they will care too much about being under-endowed :lol: As for the intent of the conversion, i haven't decided yet. Basically, the chapter is Renegade, maybe due to experimentation with xeno technology. Either they have found a way to harden scout armour to the extent that it provides a 3+ (Run them as Tacs), or they have limited access to tech and have to make do with lighter armour (Run them as Scouts). I think I might be leaning towards tacs, as I want an army made of mostly these guys. I figure the bionics will help them pass for the 3+ save. Cheers! Edit; Am I right in thinking that, ignoring any bend in the knees, the Scout and PA legs are roughly the same length? (I would expect the PA legs to be a little longer, but hope they aren't excessively so.) Of course, i will be removing the dome which seats the PA torso, down to the level of the belt. Link to comment https://bolterandchainsword.com/topic/229216-mixing-kits/#findComment-2752612 Share on other sites More sharing options...
Hemal Posted May 10, 2011 Share Posted May 10, 2011 Thanks for the detailed explanation there. I think this will really help! The idea definitely hadn't occurred to me. And, as I am building cyborgs, I dont think they will care too much about being under-endowed :tu: As for the intent of the conversion, i haven't decided yet. Basically, the chapter is Renegade, maybe due to experimentation with xeno technology. Either they have found a way to harden scout armour to the extent that it provides a 3+ (Run them as Tacs), or they have limited access to tech and have to make do with lighter armour (Run them as Scouts). I think I might be leaning towards tacs, as I want an army made of mostly these guys. I figure the bionics will help them pass for the 3+ save. Cheers! Edit; Am I right in thinking that, ignoring any bend in the knees, the Scout and PA legs are roughly the same length? (I would expect the PA legs to be a little longer, but hope they aren't excessively so.) Of course, i will be removing the dome which seats the PA torso, down to the level of the belt. Might I suggest that the Razor saw is your best friend for doing work like this - far better than a knife... Link to comment https://bolterandchainsword.com/topic/229216-mixing-kits/#findComment-2753476 Share on other sites More sharing options...
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