CS/PLAYBOOK
MAP / NUKETheatre dossier

Nuke

All filed T-side routes, timings, utility packages, and player assignments for this theatre.

Operations
06
Objectives
02
Protocol
T
Radar calibrated
Grid ref / NUKE-TNuke radar overview

Operation roster

Select a round script

6 records / role-aware

Economy
Type
Site
  1. 01

    default / rifle

    A Default — Outside Pressure

    Target A site Complexity 2/3 17 calls

    Default with a split personality — AWPer and lurker establish Outside presence while entry, support, and IGL hold lobby. The late A hit at 0:55 goes through squeaky and main behind a Heaven smoke and drop flash thrown from the silo, with a Hut smoke sealing the window. Outside pressure keeps two CTs low the whole round.

    Your assignment / ENTLobby group. First through squeaky on the drop flash — break the vent, swing wide left.

    Your assignment / SUPLobby group. Trade the entry through squeaky, then clear mini and the CT side.

    Your assignment / LRKOutside with the AWPer, then silo. You throw the Heaven smoke and the drop flash from the silo base.

    Your assignment / AWPOutside presence. You throw the Hut smoke from the Outside wall and hold the ramp/secret line so Outside stays ours.

    Your assignment / IGLLobby group. You carry the bomb, read the round, call the 0:55 go, swing main door, and plant centre site.

    Load operation
  2. 02

    execute / rifle

    A Execute — Outside via Ramp

    Target A site Complexity 3/3 14 calls

    Four players brawl through Outside and up Ramp to take the high ground while the lurker peels to the silo silently. On the 0:50 IGL call, the lurker jumpthrows the Heaven smoke from the silo base, support seals the Connector rotate with a Ramp smoke, the lurker pops a flash over Upper A, and the four storm through Ramp onto the site with the lurker following in as last man. Nuke CTs rotate A→B internally in ~5 s — hit hard, hit together, finish it before they can stack back.

    Your assignment / ENTLead the Outside brawl up Ramp; go first into Upper on the execute call — use your own flashes for the mini clear.

    Your assignment / SUPSmoke Hut window to deny the window angle during setup, then seal the Connector rotate at execute and trade the entry on site.

    Your assignment / LRKPeel to the silo early; jumpthrow the Heaven smoke, pop the flash over Upper A, then follow the team onto Upper A from Heaven as last man in.

    Your assignment / AWPWin the Outside gunfight, then take CT and Red angles through the smokes on site.

    Your assignment / IGLHold Outside, read CT info, call the 0:50 execute, then push through Ramp and plant.

    Load operation
  3. 03

    fake / pistol

    A Hit — Vent Fake

    Target A site Complexity 2/3 16 calls

    Second-half pistol built around one loud lie. All five walk to Lobby together; the Squeaky group (entry, support, lurker) sets up on the Squeaky door to enter A through it, while the Main group (IGL and anchor) stacks the A Main door as the second wave. On the IGL's 1:22 call the lurker breaks the A-site floor vent and drops in — the vents are the upper-to-B rotate, so the drop sound screams "B hit" and pulls CTs lower — while the real hit stays topside — entry clears the Squeaky corner off support's flash, IGL and the anchor swing A Main behind a Heaven smoke, and IGL plants A. The lurker never leaves the tube; he kills the vents rotate coming back up.

    Your assignment / ENTFirst out of Squeaky when support's flash pops — clear the near site corner, then throw your flash toward Heaven/rafters so the Main wave swings blind-side. Support follows you out and trades.

    Your assignment / SUPYou throw the pop flash through the Squeaky doorway, then follow the entry out and trade him on the near corner.

    Your assignment / LRKThe fake is yours — exit Squeaky with the entry, break the floor-vent grate beside Hut, drop in loudly, and stay in the tube. Anyone rotating B-to-A through vents dies to you; the Main wave trades the site fight above you.

    Your assignment / AWPNo AWP on pistol — you are the second rifle. Watch the Ramp door from Lobby during setup, then swing A Main with the IGL and trade him onto site.

    Your assignment / IGLCarry the bomb, call the fake at 1:22, smoke Heaven from the Main doorway, swing Main with the anchor, and plant A.

    Load operation
  4. 04

    rush / eco

    A Rush — Eco

    Target A site Complexity 1/3 12 calls

    Full eco sprint onto A through two doors at once — squeaky group (entry + support + lurker) and main group (AWPer + IGL) break in on the same count at 1:36. Pistols only, zero utility; the win condition is bodies on site before the CTs can crossfire, then a fast plant and close-range post-plant holds.

    Your assignment / ENTFirst through squeaky. Break the vent and swing wide — with pistols only momentum wins.

    Your assignment / SUPSecond through squeaky. Trade the entry, then clear the mini/CT side.

    Your assignment / LRKYou carry the bomb, third through squeaky. Plant centre site the moment the first contact is called.

    Your assignment / AWPNo AWP — P250. Main group — swing the main door with the IGL and clear the heaven side.

    Your assignment / IGLMain group. You call the synchronized break and hold the ramp/vent line after site is taken.

    Load operation
  5. 05

    rush / pistol

    B Rush — Pistol via Ramp

    Target B site Complexity 1/3 8 calls

    All five sprint Ramp on pistol round. Support HEs the Squeaky Door at 1:35 to open Lower silently, IGL throws a Mini smoke as cover, entry pops a flash, and the four rush into Lower B while the AWPer holds the Secret angle. Fast plant and spread.

    Your assignment / ENTThird in line; pop flash out of the Ramp bottom, then clear left on Lower B site.

    Your assignment / SUPFront of the push. HE the Squeaky Door at the 1:35 mark to break it open, then rush in.

    Your assignment / LRKCarry the bomb. Plant Lower B default the moment site is called clear.

    Your assignment / AWPReach Ramp bottom and hold the Secret door angle — shut down any CT peeking from Secret.

    Your assignment / IGLCall the break timing, throw the Mini smoke after the Squeaky Door is broken, then rush in.

    Load operation
  6. 06

    split / rifle

    Outside Control — B Split

    Target B site Complexity 3/3 12 calls

    Three players take Outside control behind a Hut smoke and force CT attention topside, while two sit quietly in Lobby. On the IGL's 0:50 call, the AWPer throws a Mini smoke from the Ramp platform corner for the Lobby group's descent, the lurker flashes the ramp exit, and both groups hit Lower B simultaneously at 0:45 — Outside group through Secret, Lobby group down Ramp. The lurker claims the Secret door angle post-plant. Requires synced clocks — both groups must enter within one second of each other.

    Your assignment / ENTLead the Outside group to Secret; go first through the Secret door into Lower B on the split.

    Your assignment / SUPThrow Hut smoke for Outside control, then push Secret with the Outside group and trade the entry.

    Your assignment / LRKWait in Lobby, flash the ramp descent on the call, enter Lower B down Ramp, then lock the Secret door to prevent a CT rotate.

    Your assignment / AWPHold Lobby, throw the Mini smoke for the ramp descent, then AWP the Lower B site angles.

    Your assignment / IGLDrive Outside control, call the 0:50 execute, push with the Outside group, and plant.

    Load operation