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Z-390 incineration cannon

From Halopedia, the Halo wiki

Revision as of 21:14, November 17, 2018 by Fred-104 (talk | contribs)
Z-390 incineration cannon
H5G-Incineration Cannon.png
Production overview

Manufacturer:

Unknown/Forerunner origin[1]

Model series:

Z-390

Type:

Energy projectile launcher/high-explosive munitions rifle[1]

Specifications

Length:

134.8 centimeters (53.1 in)[1]

Width:

20 centimeters (7.9 in)[1]

Height:

40.5 centimeters (15.9 in)[1]

Ammunition type:

Antimatter/ionized particles[1][2]

Feed system:

One unit (Halo 4)
100 battery units (Halo 5: Guardians)

Rate of fire:

0.2 seconds per burst (0.8 seconds between bursts)

Muzzle velocity:

  • 48.4 m/s (158.7 ft/s; 108 mph) (per burst)[3]
  • 68.9 m/s (226.0 ft/s; 154 mph) (fully charged)[3]

Effective range:

Long to very long

  • 152.4 m (500.0 ft) (unscoped, Halo 4)[4]
  • 274.3 m (900.0 ft) (scoped, Halo 4)[4]
  • 30.5 m (100.0 ft) (unscoped, Halo 5: Guardians)[3]
  • 49.5 m (162.5 ft) (scoped, Halo 5: Guardians)[3]
Service history

In service:

 

The Weapon/Anti-Materiel Z-390 High-Explosive Munitions Rifle, also known as the incineration cannon, is a Forerunner anti-matériel weapon originally used to combat the Flood.[5][2] It is commonly used by Promethean Knight Commanders.

Overview

The Incineration Cannon was often used to strategically purge infected sites. Prometheans used the Incineration Cannon when assaulting a location believed to contain a Gravemind, or early-forming spore mountains, that were deemed too small for ship weapons but too large for infantry weapons.[2] The Incineration Cannon fires five antimatter-infused streams of concentrated explosive particles,[2] which gather into globular projectiles that oscillate along a straight trajectory and disintegrate targets when landing a killing blow. The projectiles detonate and spread upon impact with a target, ricocheting and bouncing in tall but short arc trajectories. It initially holds five whole charges at a time with one shot per charge. Each charge is automatically "loaded" after firing and cool-down. It has been described as "mixing traits of a rocket launcher, shotgun, and flamethrower."

Design details

The weapon possesses an angular design and a metallic casing. It appears to be held together, at least partly, by energy fields as indicated by its self-assembly process and reloading mechanics. Red highlights can be seen while the weapon is self-assembling and throughout the casing once assembly is complete; these highlights grow brighter when the weapon is fired.[6] The weapon features an integrated optical scope for targeting accuracy.

Variants

  • River of Light: The River of Light was created during the Forerunner-Flood war, which led to many technical advances that ultimately proved fruitless. Upgraded with increased damage, a wider projectile trajectory, 25% increased battery capacity, faster charging speed, and faster heat dissipation, it unleashes long bursts of seven energy blasts if charged up. Available as an Ultra Rare REQ for Level 5 energy in Warzone simulations, the River of Light is also available as the third hidden weapon in the mission Reunion.[7]
  • Heartseeker: The Heartseeker, carried by Warrior-Servants relentless on the hunt, is an advanced Incineration Cannon that fires slower-moving but more powerful energy charges with very strong homing behavior, 30% increased range, and a wider blast radius over the standard weapon. It is available in Warzone simulations as a Legendary REQ that costs Level 6 energy.[7]

Gameplay

Changes from Halo 4 to Halo 5: Guardians

  • Power of the weapon is determined by how long the user holds down the trigger, with uncharged shots firing a burst of two projectiles with arcing trajectory and fully charged shots having a similar effect as those of the previous incarnation of the weapon, albeit without any secondary explosions. Keeping the weapon charged will slowly deplete its battery at a rate of 1% per second, similar to the Plasma Pistol.
    • Uncharged shot consumes 5% of each shot while fully charged shots mainly can consume up to 25% in total.
  • Single-charge "magazines" have been replaced with a battery meter.
  • Lights on the weapon are recolored from red to orange.
  • Time between fully charged shots is shorter.
  • Ammo total reduced from 6 to 4 for fully charged shot and increased from 6 to 20 for uncharged shot.
  • Red reticle range significantly decreased.
  • No longer makes a sound when the player attempts to fire the weapon while out of ammo.

Halo: Spartan Strike

  • Carries a maximum of 8 shots.
  • Inflicts significant splash damage.
  • Can destroy a Wraith or Scorpion Tank in one precision shot.
  • Requires open area for safe use. As with other explosive weapons, splash damage at close range can injure or even kill the player.

Gallery

List of appearances

Sources