Coils (Weapon Modifications)

Coils are modifications that can be added to weapons. They are typically designed to improved ranged weapons, with the exception of the melee damage coil. Coils belong to one of the following categories:

  • Physical coils are those which upgrade the weapon's damage or handling in some way.
  • Elemental coils are those which improve upon elemental effects (such as corruption, fire, freeze, and shock).

Coils can only be applied to versions of a weapon which are capable of firing at least one ammunition type with a matching damage type or effect to the coil. The benefits of the coil apply only to those damage types.

Coils may be common, rare, and very rare. A coil's rarity affects its power as well as its sale value, which is shown on the table below.

Coil Rarity Sale Value
Common 12
Rare 20
Very Rare 50

Using Coils

A hunter can add, remove, or replace any number of coils to a single weapon over the course of an hour, which can be incorporated into a short or long rest.

Stacking Similar Coils

Weapons with multiple modification slots can have multiple coils. When these coils add more than one instance of the same effect type, all numerical values, usage counts, or bonus dice are added together.

Coils with Multiple Effects

Coils of higher rarities have a chance of possessing additional effects, effectively acting as though it were more than one coil in one. Roll a d100 and refer to the table below to see the number of effects a rare or very rare coil possesses.

Coil Rarity Tertiary and Secondary Effect (d100) Secondary Effect (d100)
Common
Rare 1-33
Very Rare 1-20 21-50

A coil's secondary effect is treated as though it was one rarity step lower than its primary effect. For instance, if a coil is rare its secondary effect is equivalent to a common coil. A tertiary effect is equivalent to a coil two rarity steps lower. Thus a very rare coil's secondary effect is equal to a rare coil, and its tertiary effect would be equivalent to a common coil.

Some special rules apply when determining a coil's secondary and tertiary effects:

  1. A coil can't have two effects that are the same type. For instance if its primary effect is corruption, it can't gain a second corruption effect.
  2. A secondary effect can only be damage (1-2), tear (3-4), or handling (5-6). If you want to determine a coil's secondary effect randomly roll 1d6 and compare to the values given in brackets here and reroll results that would lead to a duplicate effect.
  3. A tertiary effect can only be corruption (1-2), fire (3-4), *freeze** (5-6), or shock (7-8). If you want to determine a coil's secondary effect randomly roll 1d8 and compare to the values given in brackets here and reroll results that would lead to a duplicate effect.

Coils

Corruption Coil (Elemental)

This modification improves the corruption output of weapon. It can be added to the following weapons and its benefit applies to any of the weapon's ammunition types which already deal cause the corrupted condition.

  • war bow (Shadow or better)

Common. The target has disadvantage on one saving throw against the corrupted condition (the initial saving throw).

Rare. The target has disadvantage on two saving throws it makes against the corrupted condition, including the initial saving throw.

Very Rare. The target has disadvantage on the three saving throws it makes against the corrupted condition, including the initial saving throw.

Damage Coil (Physical)

This modification improves the impact damage of ammunition. It can be added to the following weapons and its benefit applies to any of the weapon's ammunition types which already deal impact damage.

  • blast sling
  • bow
    • hunter
    • sharpshot
    • war
  • rattler
  • tripcaster (Carja or better).

Common. Ammunition that damages a single target now deals +1d6 impact damage in addition to its normal damage. Ammunition that deals area damage now deals +1d4 impact damage to each of its targets.

Rare. Ammunition that damages a single target now deals +1d10 impact damage in addition to its normal damage. Ammunition that deals area damage now deals +1d6 impact damage to each of its targets.

Very Rare. Ammunition that damages a single target now deals +2d6 impact damage in addition to its normal damage. Ammunition that deals area damage now deals +1d8 impact damage to each of its targets.

Fire Coil (Elemental)

This modification improves the fire output of weapon. It can be added to the following weapons and its benefit applies to any of the weapon's ammunition types which already deal fire damage or cause the burning condition.

  • hunter bow (Carja or better)
  • tripcaster (Shadow or better)
  • sling (Carja or better)
  • forgefire

Common. Ammunition that damages a single target now deals +1d6 fire damage in addition to its normal damage, and the burning condition it causes deals +2 ongoing fire damage. Ammunition that affects creatures in an area now deals +1d4 fire damage to each of its targets, and the burning condition it causes deals +1 ongoing fire damage.

Rare. Ammunition that damages a single target now deals +2d4 fire damage in addition to its normal damage, and the burning condition it causes deals +4 ongoing fire damage. Ammunition that affects creatures in an area now deals +1d6 fire damage to each of its targets, and the burning condition it causes deals +2 ongoing fire damage.

Very Rare. Ammunition that damages a single target now deals +3d4 fire damage in addition to its normal damage, and the burning condition it causes deals +6 ongoing fire damage. Ammunition that affects creatures in an area now deals +2d4 fire damage to each of its targets, and the burning condition it causes deals +3 ongoing fire damage.

Freeze Coil (Elemental)

This modification improves the freeze output of weapon. It can be added to the following weapons and its benefit applies to any of the weapon's ammunition types which already deal freeze damage or cause the frozen condition.

  • icerail
  • rattler (Shadow or better)
  • sling
  • war bow (Carja or better)

Common. Ammunition that damages a single target now deals +1d6 freeze damage in addition to its normal damage. The target takes 2 freeze damage at the beginning of its turn while frozen, and it takes 1 freeze damage at the beginning of its turn while chilled. Ammunition that affects creatures in an area now deals +1d4 freeze damage to each of its targets.

Rare. Ammunition that damages a single target now deals +2d4 freeze damage in addition to its normal damage. The target takes 4 freeze damage at the beginning of its turn while frozen, and it takes 2 freeze damage at the beginning of its turn while chilled. Ammunition that affects creatures in an area now deals +1d6 freeze damage to each of its targets. Targets take 2 freeze damage at the beginning of their turn while frozen, and 1 freeze damage at the beginning of their turn while **chilled*.

Very Rare. Ammunition that damages a single target now deals +3d4 freeze damage in addition to its normal damage. The target takes 6 freeze damage at the beginning of its turn while frozen, and it takes 3 freeze damage at the beginning of its turn while chilled. Ammunition that affects creatures in an area now deals +2d4 freeze damage to each of its targets. Targets take 3 freeze damage at the beginning of their turn while frozen, and 2 freeze damage at the beginning of their turn while **chilled*.

Handling Coil (Physical)

This modification improves the accuracy of a weapon. It can be added to the following weapons and its benefit applies to any of the weapon's ammunition types which have a short and long range category.

  • blast sling
  • bow
    • hunter
    • sharpshot
    • war
  • forgefire
  • icerail
  • rattler
  • ropecaster
  • sling
  • stormslinger
  • tripcaster

Common. The weapon's short range category increases by +20 feet, to a maximum equal to its long range.

Rare. The weapon's short range category increases by +40 feet, to a maximum equal to its long range.

Very Rare. The weapon's short range category increases by +60 feet, to a maximum equal to its long range.

Melee Damage (Coil)

This modification improves the impact damage of a spear or other melee weapon.

Common. The melee weapon deals +2d4 impact damage in addition to its normal damage.

Rare. The melee weapon deals +2d6 impact damage in addition to its normal damage.

Very Rare. The melee weapon deals +2d8 impact damage in addition to its normal damage.

Shock Coil (Elemental)

This modification improves the freeze output of weapon. It can be added to the following weapons and its benefit applies to any of the weapon's ammunition types which already deal fire damage or cause the burning condition.

  • rattler (Carja or better)
  • sling (Shadow or better)
  • stormslinger
  • war bow

Common. Ammunition that damages a single target now deals +1d6 shock damage in addition to its normal damage. The target takes 2 shock damage at the beginning of its turn while stunned. Ammunition that affects creatures in an area now deals +1d4 shock damage to each of its targets, and targets take 1 shock damage at the beginning of their turn while stunned.

Rare. Ammunition that damages a single target now deals +2d4 shock damage in addition to its normal damage. The target takes 4 shock damage at the beginning of its turn while stunned. Ammunition that affects creatures in an area now deals +1d4 shock damage to each of its targets, and targets take 2 shock damage at the beginning of their turn while stunned.

Very Rare. Ammunition that damages a single target now deals +3d4 shock damage in addition to its normal damage. The target takes 6 shock damage at the beginning of its turn while stunned. Ammunition that affects creatures in an area now deals +2d4 shock damage to each of its targets, and targets take 3 shock damage at the beginning of their turn while stunned.

Tear Coil (Physical)

This modification improves the tear damage of ammunition. It can be added to the following weapons and its benefit applies to any of the weapon's ammunition types which already deal tear damage.

  • bow
    • hunter
    • sharpshot
  • rattler
  • ropecaster
  • tripcaster.

Common. Ammunition that damages a single target now deals +2d4 tear damage in addition to its normal damage. Ammunition that deals area damage now deals +1d6 tear damage to each of its targets.

Rare. Ammunition that damages a single target now deals +2d6 tear damage in addition to its normal damage. Ammunition that deals area damage now deals +1d8 tear damage to each of its targets.

Very Rare. Ammunition that damages a single target now deals +2d8 impact damage in addition to its normal damage. Ammunition that deals area damage now deals +1d10 tear damage to each of its targets.

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