Carmine Penta

File:TopEnemy.png Corpus File:TopWeapon.png Weapons
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The **Carmine Penta** is a special variant of the Penta grenade launcher, featuring a higher fire rate and doubled magazine size. This weapon is currently only obtainable in WARFRAME (China) through a rebate program after purchasing at least ¥1 worth of Platinum.

## Characteristics

This weapon deals primarily  damage.

**Advantages :**

* Innate  damage - effective against Machinery and Fossilized.
	+ Physical contact with grenades deal  damage.
* Grenades have a blast radius of 5.5 meters.
* Pinpoint accuracy.
	+ {{#vardefine:Name|Heavy Caliber}}{{M}} "{{#var:Name}}" not found does not significantly reduce accuracy.[*citation needed*]
* Less explosion damage results in less damage dealt to self in comparison to the Ogris.
* Can use {{#vardefine:Name|Adhesive Blast}}{{M}} "{{#var:Name}}" not found and the Penta-exclusive {{#vardefine:Name|Tether Grenades}}{{M}} "{{#var:Name}}" not found mods.

**Disadvantages:**

* Innate  damage – less effective against Ferrite Armor.
	+ Explosion damage cannot be increased by mods that add ,  or  damage.
* Can only have five grenades out at once.
	+ Multishot mod's extra projectiles count towards the limit of five live grenades.
* Low critical and status chance.
* Low reload speed.
* Grenades that have stopped moving have no obvious visual or audio cue (but with "PhysX" enabled they have some sparks when come to complete rest).
* Grenades have slow travel time and heavy arcing.
* Grenades have a high bouncing capability which makes it hard to stack on a desired spot.
	+ This can be countered with the {{#vardefine:Name|Adhesive Blast}}{{M}} "{{#var:Name}}" not found mod which will make the grenades stick to any surface.
	+ Can bounce off (stick to with {{#vardefine:Name|Adhesive Blast}}{{M}} "{{#var:Name}}" not found) teammates or companions, potentially having lethal results.
* Low maximum ammo capacity.
* Draws from the rare sniper ammo pool.
* Grenades deal self-damage if they explode too close to the player, injuring or potentially killing the player if they're not careful with their shots.

	+ Higher fire rate (2.7 rounds/sec vs. 1 round/sec)
	+ Larger magazine (10 rounds vs. 5 rounds)

* Carmine Penta, compared to Secura Penta:
	+ Higher secondary attack damage (350.0 vs. 300.0)
	+ Lower critical chance (10% vs. 26%)
	+ Lower status chance (10% vs. 26%)
	+ Higher fire rate (2.7 rounds/sec vs. 2 rounds/sec)
	+ Larger magazine (10 rounds vs. 7 rounds)
	+ Smaller max ammo capacity (20 rounds vs. 28 rounds)
	+ Lack of an innate Sequence effect
	+ Different polarities (None vs. File:Naramon Pol.svgFile:Vazarin Pol.svgFile:Madurai Pol.svg)
	+ Lower Mastery Rank required (6 vs. 12)

## Weapon Loadouts

* See Category:Carmine Penta Build to see how players mod this weapon.
* See Category:Carmine Penta Guides for guides on how to use this weapon effectively.
* For more general help with weapons, you may wish to browse Category:Weapon Guides.

## Notes

* Although it features twice the magazine size of the regular Penta, only a maximum of five grenades can be active.
* Grenades will immediately explode when they hit Blunts, water surface, puddles from Tar Mutalist MOA or Bulwarks

## Trivia

* Carmine refers to a bright red pigment derived from various insects.

## See also

* Penta, the original version.
* Secura Penta, the Perrin Sequence custom version.

* Secondary
* Melee
* Archwing
* Research
* Prime
* Sentinel