CS/PLAYBOOK
OP / NUKE-A-EXEC-OUTSIDERound script

A Execute — Outside via Ramp

Theatre / NukeObjective / A siteComplexity / 3/3execute / rifle

Map board

Nuke / tactical overlay

Live
Nuke radarAB
T+0:001:55 round clock·Everyone— Rifles, full utility. Support buys Hut smoke and a second smoke for Ramp/Connector. Lurker buys Heaven smoke and a flash. Entry buys double flash for the mini clear. IGL carries the bomb.

Round script

Execution sequence

5 calls

Mission brief

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

Entry

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

Execution rail / elapsed time + round clock

  1. Setup

  2. Map control

  3. Execute

  4. Post-plant

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Ramp control is the gate. If entry or support dies before reaching Ramp top, IGL calls reset — no execute utility is thrown, the lurker holds his smoke and flash. If CT smokes Ramp or Outside before 0:52, call it off and pivot B — lurker falls back from the silo to Lobby for the B read. AWPer must not over-peek CT angle pre-smoke; the Ramp smoke and Heaven smoke land together — wait for both.

Utility package

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Utility package

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