Zhukov NUK17

"Never sophisticated, but never disappointing either. The NUK family of twinned micro SMGs has a long and treasured track record, yet Those In The Know generally agree that the 17 is among the very best"

- Item Description

About
The Zhukov NUK17 is the Scout's unlockable secondary weapon. It is a pair of machine pistols built entirely out of metal. The trigger guard encases the whole way around the user's fist. Uniquely, the magazines insert into the top of the weapon at an angle. When the Scout reloads the weapon the mags pop out and the guns disappear from view, reappearing with fresh mags and a confident spin. Both of the pistols have a separate ammo counter which is consolidated into one counter on the player's HUD.

Ammo will always be consumed in pairs, though only one bullet will be fired.

Note: Although the weapon's stats indicate that it is capable of firing 30 rounds per second, it is a common misconception that the weapon is capable of outputting as much damage as it describes. In actual gameplay, the machine pistols have half the effective amount of bullets; this means that for every 2 ammo the gun uses, only 1 bullet is fired out, and only 1 bullet's worth of damage is being dealt.

Conductive Bullets
Conductive Bullets causes each shot fired from the Zhukovs to deal +30% more damage to any target that are under Electrocution. The Electrocution effect can be applied through the IFG, but also the Engineer's "Stubby" Voltaic SMG, Bosco's Overcharged Rounds mod, the Deepcore GK2 with the Electrifying Reload Overclock, or from the M1000 Classic with the Electrocuting Focus Shots Overclock. The damage bonus does not apply to player armor's Static Discharge.

Get In, Get Out
Get In, Get Out gives the player a +50% bonus movement speed for 2.5 seconds when they empty the magazine on the Zhukovs. It should be noted that the player must empty the entire magazine for the effect to activate; reloading halfway will not activate the effect.

Cryo Minelets
Cryo Minelets is an Unstable Overclock Each Bullet that touches a surface automatically turns into a Minelet after 0.1 seconds, and is armed after 0.8 seconds. Creatures that go near it will trigger the Minelet and give 10 Cold in a 1.5m radius, Minelets autotrigger after 4 seconds, each Minelet can only be triggered once. By having the mod "Blowthrough Rounds" it is possible to shoot through Creatures to hit a surface.

Embedded Detonators
Embedded Detonators is an Unstable Overclock When reloading each bullet fired that hit an enemy will explode, including enemies hit through penetration. Several enemies can be affected at the same time. The explosion does not have any AoE to it, only affecting the creature it explodes in.
 * Damage: 38 Internal (per bullet that damages the target ; damage is not affected by hitting Weakspots or Armor)
 * Detonators stay through born ready activation and can still be activated on next reload
 * A full reload is not necessary to activate Embedded Detonators. It will trigger at the beginning of the animation. Canceling the reload, by switching weapon for example, will still activate the effect.

Mastery
Each modification that is purchased advances a mastery bar by one unit.

Mastery unlocks:
 * Three modifications – First Stripe Weapon Paintjob Icon_Skin_First_Stripe.png
 * Seven modifications – Deepcore Weapon Paintjob Icon_Skin_Deepcore.png
 * All (12) modifications – The Company Special Weapon Paintjob Icon_Skin_The_Company_Special.png

Skins
Full gallery of skins can be seen at Weapon Skins.

Trivia

 * This weapon has a slightly different FOV than Scout's other weapons.