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Equipment in Madness Retaliation refers to head gear and armor for you to outfit your squad. There are 20 different pieces of each, totally 400 different combinations of equipment. This section will neither cover the effects and use of special items, nor the disposable items you can collect as they are covered under the weapons guide page. Below is a table listing the location and bonuses that each gives, as well as any special attributes, like Hank's ability to deflect bullets back at his aggressors. The armor and head gear are organized by the way they appear in the inventory, from left to right. If you're missing an item, match the empty space to the list.

Name Location Stat Bonuses Special attributes
Armor Grey shirt ■ -- None None
Sleeveless shirt ■ Locker 3 Max HP +2 None
Fur lined jacket ■ Locker 4 Max HP +2 None
Bandages (body) ■ Locker 11 Max HP +2 None
Bloody bandages (body) Locker 5

Max HP +2

None
Vest and knife belt Locker 9, 32 AP gain +2 None
Assault armor Locker 8, 32

Armor class +3


Max HP +3

None
Ammo and Camo Locker 23, 32 Max AP +2 None
Chestplate Locker 14, 39

Armor class +2


Max AP +1

None
1337 suit Locker 6

Armor class +1


Max AP +2

None
White tuxedo Locker 19

Armor class +1


Max HP +2


AP gain +2

None
ATP combat jacket Locker 26

Armor class +2


Max HP +4


AP gain +2

None
Hank's trenchcoat Locker 40

Armor class +3*


Max HP +3


Max AP +3


AP gain +1

Deflect: If you're using a melee weapon you have a 75%


chance to deflect any attack

Sanford's camo shorts Locker 17

Armor class +2


Max HP +1


Max AP +2


AP gain +1

None
Deimos' TAC jacket Locker 18

Max AP +1


Max HP -1

Marksmanship: Your guns have +1 to range
Tattered rags Locker 29 Max HP+12 None
Bloody tatters Locker 35 Max HP+12 None
Dark tatters Locker 27

Armor class +2


Max HP +6

None
Heavy chestplate Locker 36

Armor class +2**


Max HP +4

Heavy Mastery: Allows a CQB or Assault Class to use


1 less AP on rifles & shotguns

Saucy's fancy suit Locker 43

Max AP +4


AP gain +3

None
Head Gear No headgear ■ -- None None
Amber shades ■ -- Max HP +1*** None
Goggles ■ -- Max HP +2 None
Bandages (head) ■ Locker 10 Max HP +2 None
Bloody bandages (head) Locker 5 Max HP +2 None
Nightvision goggles Locker 14, 38 AP gain +1 Nightvision: Allows you to see better in the dark
Assault helmet Locker 2, 38

Armor class +3


Max HP +3

None
Bandana Locker 2, 38 Max AP +2 None
Advanced TAC mask Locker 15, 39 None

TAC scan: Let's you see the Armor class and HP of your enemies


(also AP and AP gain with Advanced TAC Scanner item)

1337 shades Locker 6

Armor class +3


Max HP +2

None
Terminator shades Locker 19

Armor class +1


Max HP +2


AP gain +2

None
ATP mask Locker 26

Armor class +2


Max HP +4


Max AP +1

None
Hank's head gear Locker 40

Armor class +3*


Max HP +3****


Max AP +3


AP gain +1

Shadow dash: Teleport to a location for 1 AP, Maximum range equals current AP


Shadow dodge: Teleport away when hit

Sanford's head gear Locker 31

Armor class +2


Max HP +1


Max AP +2


AP gain +1

Hook shot: Use the hook to pull an enemy to you (stunning them)
Deimos' head gear Locker 31

Max AP +3


Max HP -1

Marksmanship: Your guns have +1 to range
Clown Make-up Locker 37 None

CLOWN KILLS YOU: You explode on death dealing massive


damage to anything and anyone nearby


(3x3 square around squad member equipping gear)

Tricky's face Locker 41 Max HP +6 Bouncy: Jump to a location for 1 AP. Maximum jump range equals current AP
Zombie head Locker 29 None

Bloodlust: You gain full AP when you kill an


enemy with a melee weapon. Works once per turn

Jesus' head Locker 36

Armor class +2**


Max HP +4

Marksmanship: Your guns have +1 to range
Saucy's head Locker 43

Max AP +4


AP gain +3

TAC scan: Let's you see the Armor class and HP


of your enemies (also AP and AP gain with Advanced TAC Scanner item)

*Says Armor Class +3,

but gives Armor Class +2

**Says Armor Class +2,

but gives Armor Class +4

***Says Max HP +1,

but gives Max HP +2

****Says Max HP +3.

but gives Max HP +6

  • Denotes starting equipment

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