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The Secura Penta is The Perrin Sequence exclusive version of the Penta 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[]

  • This weapon deals primarily DmgBlastSmall64 Blast damage.
  • Can only have five grenades out at once.
    • Extra projectiles generated by Multishot will count towards the limit of five live grenades.
  • Grenades explode in a 6 meter radius upon impacting a surface or enemy.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
  • Can use the Penta-exclusive Mod TT 20px Tether Grenades and Mod TT 20px Napalm Grenades, as well as the launcher-exclusive Mod TT 20px Adhesive Blast mods.
  • Can benefit from Mod TT 20px Firestorm (Mod TT 20px Primed) and Mod TT 20px Cautious Shot.
  • Innate Sequence effect.
  • Innate Naramon Pol, Vazarin Pol, and Madurai Pol polarities.

{{Advantages|

Disadvantages over other Primary weapons (excluding modular weapons):

  • Grenades have slow travel time and heavy arcing.
  • 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 Mod TT 20px Adhesive Blast mod which will make the grenades stick to any surface.
    • Mod TT 20px Tether Grenades counters this, with the additional benefit of keeping a tethered enemy from leaving the blast radius.
  • Explosion inflicts self-stagger.
  • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
  • Explosion has linear Damage Falloff from 100% to 40% from central impact.
  • Grenade Impact (wiki attack index 1)
    • Low reload speed (2.50 s)
    • Low magazine (7)
    • Very low ammo max (28)
    • Low fire rate (2.000 attacks/sec)
  • Grenade Detonation (wiki attack index 2)
    • Low active falloff slope (10.0m/%)
    • Low maximum falloff distance (6.0 m)
    • Low reload speed (2.50 s)
    • Low magazine (7)
    • Below average fire rate (2.000 attacks/sec)
    • Very low ammo max (28)
    • Below average crit multiplier (2.00x)

Comparisons:

  • SecuraPenta Secura Penta (Grenade Detonation), compared to Penta Penta (Grenade Detonation):

Acquisition[]

  • The Secura Penta can be acquired by reaching the Rank of Partner with The Perrin Sequence, and spending ReputationLarge 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[]

  • 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[]

  • 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[]


Secura Penta Skins

Edit

Patch History[]

Update 32.0 (2022-09-07)

Ammo Changes

We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.

Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.

Primary Weapon Ammo Pick Up Overrides

5 Ammo per Pick Up:

  • Secura Penta
Headshot Damage Changes

During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.

Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.

  • Radial damage no longer gains extra headshot damage or triggers headshot conditions.
    • This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.

Hotfix 27.3.16 (2020-04-22)

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Secura Penta: 60%

Update 27.2 (2020-03-05)

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t 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 ‘Jump’ 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 that’s 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 game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Hotfix 24.5.5 (2019-03-25)

  • 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).

Update 22.12 (2018-02-09)

  • 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.

Update 17.3 (2015-09-02)

  • Introduced.

See also[]

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