Madness Combat Wiki
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Madness Retaliation has 20 different weapons available to use against your foes. Your characters begin with the basic weapons, while the rest can be found in lockers scattered around the facility. Many weapons have special attributes that give you an edge in combat, such as spread shots and armor-piercing bullets.

Each weapon costs a certain amount of AP to use, but they can be fired/swung as many times as their wielder's AP allows. Most weapons can have their AP costs reduced if a certain class of character wields them; however, some weapons are AP Locked, which means that they cannot have their AP costs reduced.

Weapons are categorized as one of six types, each with its own unifying factor:

  • Melee: Short-ranged, but tend to have moderate-high damage for their AP cost. Halves enemy Armor Class upon attack, making it tougher for them to block a hit. CQB characters can use them for 1 less AP.
  • Pistols: Average range and damage for their AP cost. CQB and Assault characters can use them for 1 less AP.
  • Shotguns: Moderate-high damage and moderate-low range for their AP cost. Hits a 2x3 area around their primary target, harming all allies and enemies in range. Heavy characters can use them for 1 less AP.
  • SMGs: Moderately high damage and range for their AP cost. Can be equipped with JHP Ammo once found to increase their damage and stun enemies on hit. Assault characters can use them for 1 less AP.
  • Rifles: The only weapon type with a single representative, it has moderate damage, good range, and armor-piercing capabilities. Heavy characters can use it for 1 less AP.
  • Machine Guns: Extremely high damage and capable of hitting all targets at once within their good range. Heavy characters can use them for 1 less AP.

Listed below the weapons table is a chart of the special items you can collect. They are all passive items that do not need to be activated by clicking on them, but rather increase the effectiveness of items you already possess, such as the Super Medkit. There is also a list of disposable items. These are items that you can collect but are somewhat limited in number. Means of obtaining these items are detailed in the right-hand column.

Weapons[]

Name Range Damage AP cost Special Attributes
Melee Combat Knife 1 3 2 Starting weapon (All)
Trench Knife 1 4 2 Starting weapon (CQB 1)
Hand Axe 1 5 2
Machete 2 4 2
Katana 1 8 2* Cleaving: Hits 2x3 area around target; can damage allies.
Warning Sign 3 8 2* Penetrating: Hits all targets in its range, friend or foe.
316 Sword 2 12 3* Armor-Piercing: Ignores enemy armor.
Sanford's Hook 8 4 2* Thrown Weapon: 50% harder to evade, even at range.

Hook Shot: Stuns and pulls the target towards the user. Requires Sanford's Head to be equipped.

*Locked AP cost; CQBs do not get AP reduction
Pistols Glock 17 4 2 2 Starting weapon (CQB 2, Assault, and Heavy)
Beretta 92 4 3 2
Desert Eagle 4 4 2
S&W 500 4 4 2 Armor-Piercing: Ignores enemy armor.
Shotguns Sawed-off shotgun 3 8 3 Spread shot: Hits 2x3 area around target*
Mossberg 500 4 6 3 Spread shot: Hits 2x3 area around target*
Auto-shotgun 4 4 2

Rapid fire: Fires faster than other shotguns (i.e. lower AP cost)


Spread shot: Hits 2x3 area around target*

*Splash damage can hurt allies too.
SMGs Ingram MAC-10 6 6* 3 None/JHP Ammo*
H&K MP5 7 5* 3

None/JHP Ammo*

*JHP Ammo: 75% chance to stun enemy and +2 Damage
Rifles Steyr AUG 7 5 3

Precise: Unlike other rifles, only hits one target


Armor Piercing: Ignores enemy armor

Machine Guns Bren Gun 6 12 3 Penetrating: Hits all targets in range
M60 5 16 3 Penetrating: Hits all targets in range

Special Items[]

Name Location Effect
Jesus' Halo Awarded upon Jesus' defeat Doubles the HP of entire squad and corresponding items (e.g. if an item gave a +2 HP bonus, it would now give a +4 HP bonus on top of the base 12 HP of each squad member), and allows player to toggle enemy spawns on or off in areas they've already visited.
JHP Ammo Locker 23 Increases SMG damage by 1 and gives them a 75% chance to stun enemies.
Super Medkit Locker 25 Medkits heal 16 HP health instead of 8.
P.I.D. Awarded upon Tricky's defeat

Note: All uses use up one charge. Charges are gained by winning battles.


Automatically revives dead characters at the start of the next turn. Sometimes revives one or all characters. When used outside of combat, it teleports player to a random area that they have already visited. When clicked on in combat, it has a 52% chance to instantly kill one person in the room, 8% chance to make enemies MAG agents, 8% chance to make enemies tiny, 8% chance to kill your whole squad, 8% chance to shrink your squad, or 8% chance to kill EVERYONE in the room.

Advanced TAC Scanner

Locker 42

Lets you see the AP and AP gain of your enemies when wearing Saucy's headgear or the Advanced TAC Mask.
DNA Vials Locker 44 Activates the Final Battle.

Photos[]

Clicking on these photos will take you a page that shows their locations on the in-game map (as well as everything else in the lockers).

Disposable Items[]

Name Effect How to obtain
Medkit
Medkit
Heals a selected squad member for 8 HP (16 HP if you have obtained the Super Medkit). Found in Locker #1 / Dropped by enemies
Smoke Grenade
Smoke Grenade
Fills the room with smoke, decreasing the accuracy of everyone within. Found in Locker #2 / Dropped by enemies
Flashbang MR
Flashbang
Stuns enemies; no effect on your team. Found in Locker #7 / Dropped by enemies
P.I.D. (charges)
MR PID 2
Random battle effects (see above). Charges awarded by winning battles.
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