
P90-10th Anniversary
- Head
- 103
- Chest
- 24
- RPM
- 850
Try out the WCG Weapons to see what the pros use and compete on the battlefield in professional style!

0100+
| Where | Multiplier | Damage | Shots to kill | Time to kill |
|---|---|---|---|---|
| Head Centre of the head | ×1.3 | 80.6 | 2 | 73 ms |
| Head (edge) Outer head hit box | ×1.2 | 74.4 | 2 | 73 ms |
| Neck | ×0.3 | 18.6 | 6 | 363 ms |
| Chest Collarbones and upper spine | ×0.3 | 18.6 | 6 | 363 ms |
| Stomach Lower spine and pelvis | ×0.36 | 22.3 | 5 | 290 ms |
| Arms | ×0.3 | 18.6 | 6 | 363 ms |
| Hands | ×0.3 | 18.6 | 6 | 363 ms |
| Thighs | ×0.21 | 13.0 | 8 | 508 ms |
| Lower legs | ×0.21 | 13.0 | 8 | 508 ms |
| Feet | ×0.21 | 13.0 | 8 | 508 ms |
Base damage 62, multiplied by each hit box’s ratio from the weapon’s own table. Time to kill counts the gaps between shots at 827 RPM. Each hit can vary by ±1.6%.
Ranked among submachine guns with game data. Lower is better for time to kill, falloff and movement penalty.
| Standing | Crouching | Running | Walking | Jumping | |
|---|---|---|---|---|---|
| First-shot spread | 0.011 | 0.01 | 0.012 | 0.0112 | 0.019 |
| Maximum spread | 0.165 | 0.155 | 0.185 | 0.165 | 0.195 |
| Vertical kick | -0.08 | -0.077 | -0.089 | -0.081 | -0.15 |
| Horizontal kick | -0.039 | -0.046 | -0.045 | -0.05 | -0.08 |
Five movement states, in the order the game stores them; the labels are our reading of the values. Smaller spread is more accurate.
The 0–100 bars from the official weapon list. Magazine 50 / 100.












Closest by chest damage, fire rate, magazine, weight and range.
Game numbers from the client’s weapon table (build 2026-08-24). Damage assumes a full-condition weapon, point-blank, no armour; players have 100 HP.