I don’t think you’re missing anything. When you use “property X of kind Y is usually Z”, you can’t add any qualifiers - it has to be all objects of that kind.
Zarf’s solution doesn’t let you override the part code for specific heads. You could try this (I’m assuming that “N/A” is the code you want for non-android heads…)
The part code of a head is usually N/A. When play begins: now every N/A head which is part of an android is standard.
L33T is an android. L33T's head is camo.
Ah, so I’m asking for the impossible? Good to know - I’ll set their heads when play begins, then.
While I’m already distracting you, I might as well mention that I’m planning to have several kinds of android, each of which will have a loadout that overrides the part code for specific parts. Would there be an easy way to do this which doesn’t depend on making a giant multi-line “when play begins” section?
You may want to consider storing the loadout information in a table, and looping through the table.
Table of Android Part Codes
android type head code arms code torso code legs code
"hunter" camo camo camo camo
"medical" standard store twinreact standard