
9A-91-Bolide Wild Eagle
- Head
- 124
- Chest
- 27
- RPM
- 800
Dive into disco vibes with this colorful light edition of the 9A-91 Wild Eagle, exuding retro flair and dazzling lights

0100+
| Where | Multiplier | Damage | Shots to kill | Time to kill |
|---|---|---|---|---|
| Head Centre of the head | ×1.25 | 123.8 | 1 | 0 ms |
| Head (edge) Outer head hit box | ×1.2 | 118.8 | 1 | 0 ms |
| Neck | ×0.275 | 27.2 | 4 | 225 ms |
| Chest Collarbones and upper spine | ×0.275 | 27.2 | 4 | 225 ms |
| Stomach Lower spine and pelvis | ×0.325 | 32.2 | 4 | 225 ms |
| Arms | ×0.275 | 27.2 | 4 | 225 ms |
| Hands | ×0.275 | 27.2 | 4 | 225 ms |
| Thighs | ×0.19 | 18.8 | 6 | 375 ms |
| Lower legs | ×0.19 | 18.8 | 6 | 375 ms |
| Feet | ×0.19 | 18.8 | 6 | 375 ms |
Base damage 99, multiplied by each hit box’s ratio from the weapon’s own table. Time to kill counts the gaps between shots at 800 RPM. Each hit can vary by ±0%.
Ranked among assault rifles with game data. Lower is better for time to kill, falloff and movement penalty.
| Standing | Crouching | Running | Walking | Jumping | |
|---|---|---|---|---|---|
| First-shot spread | 0.0042 | 0.0039 | 0.0047 | 0.0045 | 0.0063 |
| Maximum spread | 0.152 | 0.147 | 0.182 | 0.155 | 0.187 |
| Vertical kick | -0.071 | -0.07 | -0.105 | -0.095 | -0.115 |
| Horizontal kick | -0.038 | -0.036 | -0.068 | -0.039 | -0.068 |
Five movement states, in the order the game stores them; the labels are our reading of the values. Smaller spread is more accurate.
The game keeps separate copies of some weapons for particular modes (zombie and mutation modes often get bigger magazines). These are the copies that differ from the one above.
| Record | Head | Chest | RPM | Magazine | Range | Move |
|---|---|---|---|---|---|---|
| #5794 | 122.5 | 26.5 | 800 | 22/88 | 250 | 10.1% |
| #5795 | 123.8 | 27.2 | 800 | 22/88 | 300 | 12.5% |
| #5796 | 123.8 | 27.2 | 800 | 25/85 | 250 | 16.7% |
The 0–100 bars from the official weapon list. Magazine 22 / 88.












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.