>>9935599Oh! Well lemme give you a few tips. If you feel the ab range suffers, you can mod the balljoint (at your own risk of course). It's the same trick as the McFarlanes, just creating more clearance for the joint. It's spooky cutting up pricier toys, but it works the same. I did it to get better ab crunches on my Reivers. The intercesor crunch is already pretty good though...it can't go much deeper IMO before the chestplate starts hitting the belt.
I can't really imagine you're talking about the elbows, knees, hips, shoulders, or wrists, since those all have really good range of motion...make sure all of your figure's joints are working properly maybe? When I first got my Intercessors the wrists were a little stuck so I thought their range sucked, but once I freed them up they're some of the most poseable wrist joints I've ever encountered. The thigh swivel too! It was stuck on some of my figures which led me to believe they had none. But they're there, and they're not one of those limited thigh swivels, the leg can actually rotate all the way around.
Lastly, the ankles. If you feel you aren't getting enough range, pull them down a little! It's just a peg in there, and you can pull the peg out partially to extend the ankle and give it better range. I don't think this is an intended feature really, but it works fine, so use it!
The only one I haven't really been able to improve is neck articulation. It's just too visible of a spot to carve into, and the neck motion isn't awful so I just left it. I can't help you with the powerfist arm though, that thing is just limited by its very design.
If you have any other specific concerns I'll try to see if there's anything I've done about it.