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Long answer with a quote from the CR: Lemme get back to you.
Well, here I am. Happy to see me?
Quote
302.3a For an object to be legal to attach equipment to (see rule 512.4a), it must have type character; and must be visible unless otherwise specified; and can't have the stunned characteristic; and can't already have its maximum allowed number of equipment equipped to it; and any existing restrictions on attaching equipment to it must be satisfied; and it must be controlled by the player controlling the effect whose modifier will attach the equipment.
Unless a card specifically instructs to ignore equipment restrictions you must follow them. This also applies to transferring equipment as well. So you can't put use Wayne enterprises to throw the Medallion of Power onto Alicia Masters.
Equipment generally functions like a reusable plot twist of less power without the element of surprise. Quentin Carnival lets you put the surprise into equipment. If you're really into wierd combos: Steal an opponents ELBET with Satanus, Press the Attack on Thing and put some guns on him with Carnival so he can shoot up Hulk.
It doesn't get around equipping restrictions, but it does get around uniqueness which is a recruiting restriction. I don't know if that really makes a difference with the current card pool, though. I don't think there are any unique 0-cost equipment.
What if I teamed up MarvelKnights with the Revenge Squad and I have Punisher out and another character with Braniac's Ship. Can I tack on another Ship to Punisher for his effect or is the uniqueness rule still in play?
Originally posted by Boiler Demon What if I teamed up MarvelKnights with the Revenge Squad and I have Punisher out and another character with Braniac's Ship. Can I tack on another Ship to Punisher for his effect or is the uniqueness rule still in play?
If you're talking about Punisher: Jury, then, yes, you can. Uniqueness is only checked upon recruitment.
The initial thought was the Decoy Program actually.
So 'bring into play' does not recruit. But wether you recruit OR 'put into play' the same restrictions apply? That is counter intuitive to the situation with Uniqueness and Loyalty when applied to effects that bring characters into play then.
The reason for the difference between equiping restrictions and recruiting restrictions (such as Loyalty and Uniqness) is the equipment cards read (at least, to my knowledge without checking the OCR):
"EQUIP only to X" where X is the restriction (army Doom character, in the case of Decoy Program).
Ah... now that makes much more sense. This has been a very helpful discussion, and the wording on those equipment cards does indeed make this a bit clearer.