The Secura Penta is The Perrin Sequence exclusive version of the Penta grenade launcher, featuring higher critical chance and status chance, fire rate, and magazine size, but with lower explosion damage. It also comes with an innate Sequence effect.
Characteristics[edit | edit source]
This weapon deals primarily Blast damage.
Advantages :
- Innate
Blast damage – effective against Machinery and Fossilized.
- Physical contact with grenades deal
Impact damage.
- Physical contact with grenades deal
- Very high critical chance.
- Very high status chance.
- Launches grenades with a blast radius of 6 meters.
Heavy Caliber's accuracy penalty is minimal on this weapon.
- Can use the Penta-exclusive
Tether Grenades and
Napalm Grenades, as well as the launcher-exclusive
Adhesive Blast mods.
- Can benefit from
Firestorm (
Primed),
Amalgam Furax Body Count, and
Cautious Shot.
- Innate Sequence effect.
- Innate
,
, and
polarities.
Disadvantages:
- Innate
Blast damage – less effective against Ferrite Armor.
- Grenades have slow travel time and heavy arcing.
- Explosion inflicts self-stagger.
- Explosion has linear damage falloff from 100% to 40% from central impact.
- Can only have five grenades out at once.
- Extra projectiles generated by Multishot will count towards the limit of five live grenades.
- Slow reload speed.
- Grenades have a high bouncing capability which makes it hard to stack on a desired spot.
- Can bounce off teammates or companions.
- This can be countered with the
Adhesive Blast mod which will make the grenades stick to any surface.
Tether Grenades counters this, with the additional benefit of keeping a tethered enemy from leaving the blast radius.
- Extremely low ammo capacity of 28; requires just 4 reloads to fully deplete all ammo reserves.
- Draws from the rare sniper ammo pool.
Comparisons:
- Secura Penta, compared to Penta:
- Lower area attack damage (300.0 vs. 350.0)
- Higher critical chance (26% vs. 10%)
- Higher status chance (26% vs. 10%)
- Higher fire rate (2 rounds/sec vs. 1 round/sec)
- Larger magazine (7 rounds vs. 5 rounds)
- Larger max ammo capacity (28 rounds vs. 20 rounds)
- Innate Sequence effect
- Different polarities (
vs. None)
- Higher Mastery Rank required (12 vs. 6)
- Lower disposition (1.3 vs. 1.35)
- Secura Penta, compared to Carmine Penta:
- Lower area attack damage (300.0 vs. 350.0)
- Higher critical chance (26% vs. 10%)
- Higher status chance (26% vs. 10%)
- Lower fire rate (2 rounds/sec vs. 2.7 rounds/sec)
- Smaller magazine (7 rounds vs. 10 rounds)
- Larger max ammo capacity (28 rounds vs. 20 rounds)
- Innate Sequence effect
- Different polarities (
vs. None)
- Higher Mastery Rank required (12 vs. 6)
- Higher disposition (1.3 vs. 1.25)
Acquisition[edit | edit source]
- The Secura Penta can be acquired by reaching the Rank of Partner with The Perrin Sequence, and spending
125,000 to purchase. As with all Syndicate Weapons, the Secura Penta cannot be chosen as the free offering upon ranking up to Partner rank.
- Syndicate weapons can also be acquired via Trading, but only for unranked copies without Forma or Orokin Catalyst installed.
- Players must have a Mastery Rank of at least 12 to acquire the Secura Penta, either through trading or through the Syndicates themselves.
Notes[edit | edit source]
- Although the Secura Penta can hold 2 more rounds in its magazine, it can only have five grenades out like the regular Penta.
- If fired straight down at a flat piece of terrain, the grenade will bounce straight up until it hits the highest part of its arc, then float very slowly back down. They can still be detonated while floating, making it possible to set up ambushes for ospreys.
Trivia[edit | edit source]
- The Secura Penta's magazine becomes visibly larger as magazine capacity is increased. As the model was designed for the Penta's 5 grenades, the default 7 protrude through the bottom of the gun.
Media[edit | edit source]
Secura Penta Skins
Patch History[edit | edit source]
- Fixed Secura Penta grenades becoming stuck when Napalm Grenades is equipped, thus rendering the Penta unusable. As reported here: https://forums.warframe.com/topic/1174244-penta-grenades-getting-stuck-causing-the-weapon-to-be-completely-useless/
Hotfix 27.2.2
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Secura Penta: 60%
- Self Damage Changes
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, itās now āStaggerā. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or āStaggerā - to varying degrees if you arenāt careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing āJumpā at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place thatās conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the gameās most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
- Updated Secura Penta's napalm projectiles when using the Napalm Grenades Mod, so that they better reflect the Penta's stats (higher *Status Effect and Critical Chances).
- Status chance increased from 10% to 26%.
- Critical chance increased from 10% to 26%.
- Damage decreased from 375 to 300.
- Ammo capacity decreased from 30 to 28.
- Introduced.
See also[edit | edit source]
Penta, the unmodified version.
Secura Dual Cestra, another weapon offered by The Perrin Sequence.
Torid, an Infested gas grenade launcher.