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|“||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|
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.
|Unlocked through an assignment.|
|Requires Scout 15
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.
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Overclock calculations happen after modifiers.
|Zhukov NUK17 [Expand/Collapse]|
| +1 Combined Rate of Fire
-0.4s Reload Time
|By filling away unnecessary material from the magazines you've made them lighter, and that means they pop out faster when reloading. Also the rounds can move more freely increasing the max rate of fire slightly.|
|Fit more of these custom rounds in each magazine but at small reduction in the rate of fire|
|After impacting terrain, these high-tech bullets convert into cryo-minelets that will super-cool anything that comes close. However they don't last forever and the rounds themselves take more space in the clip and deal less direct damage.|
|Special bullets contain micro-explosives that detonate when you reload the weapon at the cost of total ammo, magazine capacity and direct damage.|
|Special hardened bullets combined with rerouting escaping gasses back into the chamber greatly increases the raw damage of the weapon but makes it more difficult to control and removes any bonus to weakpoint hits.|
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 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 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.
Each modification that is purchased advances a mastery bar by one unit.
- Three modifications – First Stripe Weapon Paintjob
- Seven modifications – Deepcore Weapon Paintjob
- All (12) modifications – The Company Special Weapon Paintjob
Full gallery of skins can be seen at Weapon Skins.
- This weapon has a slightly different FOV than Scout's other weapons.