Devils 10 Man Squad Remastered: Modular Build Options
By Victoria Miniatures by Victoria Lamb | Published: 2026-11-01
Category: How-to Guides
Plan a clean build of the Devils 10 Man Squad Remastered with modular subassemblies, conversion checkpoints, and magnetizing tips for future loadout changes.
Quick answer
Build the Devils 10 Man Squad Remastered in modular subassemblies: clean and dry-fit every component first, then glue torso-legs and arms separately, and only commit to a pose after checking the whole squad for silhouette variety. Magnetize at the shoulder or waist only if you expect to change loadouts later.
Why the remastered kit rewards a staged build
The remastered components are digitally cleaned versions of the original hand-sculpted kit, so the fit is generally more consistent, but that does not mean every pair of arms sits perfectly on every torso without a test fit. Treat each miniature as a small assembly project rather than clipping everything free and gluing in one pass.
A staged build also protects your conversion options. Once poly cement fuses a shoulder joint, changing an arm angle means cutting and resculpting. Keeping arms, heads, and backpacks separate until the final check preserves the modularity that makes this kit useful for squad-level variety.
When magnetizing is worth the extra work
Magnetizing is not automatically the right choice for a ten-model squad. It adds drilling time, risks breaking thin wrists and ankles, and can make arms sit slightly proud of the shoulder. Reserve it for joints you genuinely expect to swap, such as special weapons or a leader’s loadout.
If you play casually and build one fixed loadout, skip magnets and use a clean pinned joint instead. A paperclip pin gives most of the strength with less fuss, and it leaves the surface flush for painting.
Step-by-step modular build process
- Sort and clean every component: Clip all parts from the sprue, remove mould lines with a hobby knife, and keep each miniature’s components in a separate bag or compartment. Common mistake: cleaning only the visible outer surfaces and leaving flash inside shoulder or waist sockets, which prevents a flush fit later. Checkpoint: every joint should test-fit without forcing before you glue anything.
- Dry-fit torso, legs, and head as a unit: Press the torso onto the legs and test the head socket without glue. Mark a small alignment notch with a pencil if the waist only fits one way. Common mistake: assuming a ball-and-socket waist allows free rotation; many modular kits have a keyed fit that limits pose. Checkpoint: if the waist rocks or gaps, re-clean the socket rather than filling the gap with glue.
- Build five core bodies first: Glue legs to torsos for half the squad and let them cure fully before adding arms. Common mistake: handling partially set joints while attaching arms, which shifts the waist alignment and creates a lean you did not intend. Checkpoint: stand each cured body on a flat tile to confirm both feet touch.
- Plan arm pairs on the body, not on the sprue: Hold each arm pair against a cured torso and check that the hands meet naturally around a weapon or across the chest. Common mistake: choosing arms by label alone; two arms from the same kit can meet at different heights depending on shoulder angle. Checkpoint: if hands do not meet, change the arm pair before trimming anything.
- Decide magnet or pin at each shoulder: For a swappable special weapon, drill a 2 mm hole in the shoulder socket and arm root, insert magnets with matched polarity, and test the fit before gluing. For fixed arms, drill a short pin through the joint instead. Common mistake: drilling too deep and breaking through the shoulder surface. Checkpoint: mark magnet polarity on the body and arm with a dot of paint before assembly.
- Attach heads and backpacks last: Leave heads and backpacks off until arms are set, because arm angles can block the head socket or crowd the backpack mount. Common mistake: gluing the head first and then finding a two-handed weapon pose forces the face into the shoulder. Checkpoint: test the full silhouette from tabletop distance before final glue.
- Check squad variety before final assembly: Line up all ten bodies and compare helmet types, arm angles, and backpack choices. Swap one or two components between models if the squad looks repetitive. Common mistake: building each model in isolation and ending up with ten identical silhouettes. Checkpoint: at least three distinct poses should be visible across the squad.
Kit facts that affect your build plan
- Devils 10 Man Squad Remastered (fully modular): The Devils 10 Man Squad Remastered is a fully modular kit with digitally remastered components from the original hand-sculpted analogue kit. Modular parts mean you can plan arm, head, and backpack swaps before gluing, but you must dry-fit each joint because remastered components may still need minor cleanup.

Devils 10 Man Squad Remastered (fully modular)
