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I magnetized the weapon options on the new Chaos Defiler kit, but now I’ve run into a problem with the rocket launcher. It’s stuck, and I can’t get it out again because there’s no leverage point to pull on. :wallbash:

Attempts to remove it with my fingers and tweezers have failed because, as mentioned, the rockets are tiny and rounded, making it very difficult to get a proper grip without slipping. I could try using pliers, but I’m hesitant because I’m worried about damaging the model. I don’t think I could use pliers without causing some damage.

Does anyone have a good method for removing a tightly magnetized part without risking the model?

Posted (edited)

My advice would be to slip a knife in the slight gap between it and body of launcher - you should be able to pop it out that way.

 

If that doesn't work you just need to break the contact between the magnets, which might be possible by pressing on one side (ideally with something pointed like a paperclip or a pen) of it and tilting the piece enough to do that - try to press the point farthest away from the magnet unless there is something behind at that point that would block the piece moving.  Even if that doesn't tilt it enough to get it out, it might make enough room for the knife trick.

Edited by Dr_Ruminahui

So, if I'm understanding correctly - bit a is attached only by magnet, but there is no way to pull it off the magnet?

 

If so, one option is 'Magnets!' if you can get a strong enough magnetic field of the alternate polarity behind it, it will push it off - this will be tricky if you've used a strong magent as magnetic force weakens with distance and the other plastic bits will be in the way. If there's too much distance behind the magnet blocked by the model, you might be able to get it to pop off by running it along the side, probably best not to do from the front as the little rockets could get scratched or bent potentially if squished between the magnets.

Posted (edited)

If you mean what I think you mean, and the images I saw of the defiler indicate that the missile pod is constructed the same way as on an imperial knight, you can drill a small hole into the side of one of the exposed missiles and stick a paperclip in their to pull it out.  The paper clip alone should give you leverage, but you could always super glue it into the missile if necessary.  You can easily fill the hole later, if necessary.

 

I had to do something like that for the magnetized gun options on the Contemptor that fit inside the fist.  They're too deep, so I just drilled holes on the least conspicuous portions of each gun so I can pop them out with a paper clip.

Edited by Ovidius Incertus

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