Attachment 3 - CMR_BinGroupings (Informational Purposes).xlsx

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Conceptual Models for Wargaming
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M67854-24-I-2033
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This document appears to be an attachment related to a federal contract opportunity for the United States Marine Corps to develop conceptual models for wargaming capabilities. The key details are:

The U.S. Marine Corps (USMC) Program Manager Wargaming Capability (PM WGC) has a requirement to develop, implement, integrate, test, and maintain a comprehensive set of conceptual models (CMs) within the Marine Corps' "Robert B. Neller Center for Wargaming and Analysis" wargaming simulation software suite. The conceptual models cover all levels of war (strategic, operational, tactical), warfighting domains (land, air, sea, space, cyber), and warfighting functions (maneuver, fires, intelligence, force protection, logistics, command and control, information). The solicitation requires detailed modeling and simulation capabilities across these areas, including representing future force structures, combat decisions and behaviors, maneuver and combat operations, space/high-altitude operations, facilities, and C4ISRT networks and kill webs.

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GroupsRFI

Topic Group NameSubTopic Group NameShort NameCMR IDsParametricParametric DescriptionConceptual Model RequirementsTopic Synopsis
16375245645616
ORGANIC SIMULATION CAPABILITIESSim OrganicThis topic area consists of fundamental features that are critical to the core wargame capabilities provided by the WGC. These features include items like editing and customization features, (re)definition of force structures, extensibility, and course of action (COA) specification and evaluation.

NOTE: These items are very closely tied to the core wargame components and thus make a poor candidate for third-party development.

Force Structure & Future System Support (DB Editors)Force Structure & Future Systems10
M96Force Deployment Strategic Plan (FDSP) to include new force structure and the parametric values associated with the new force structureThe Force Development Strategic Plan (FDSP) is the basis for Marine Corps modernization of doctrine, organizations, training, materiel, leadership, personnel, facilities, and policy.Provide the means to edit existing aggregates, entities, behaviors, capabilities, weapons and munitions effects, scenarios, and supporting terrain, weather, and environmental data consistently across the LVC simulation environment.
O11Multiple time horizons.Represent events that occur in the near term (next 1 to 5 years) as well as events that occur longer term (next 20-30 years).Provide a mechanism to simulate current and future scenarios out to 30 years, modifying the scenario start time as well as unit and system capabilities consistent with current or projected technology and force structure.
O12Multiple echelons of assets to include theater and strategic aggregation.Represent various unit/system echelons and unit/system aggregation.Provide a mechanism to compose unit and mission specific task organized constructs from company to theater command level, including unit and task force echelon, equipment, and personnel attributes.
O31Changes in force structure that have time to conduct mission and mission sustainment time deltas.Represent impacts to processing time and sustainment incurred by changing force structure.Simulate impacts to processing time incurred by changing force structure.
O32Changes in force structure that have time to conduct mission and mission sustainment time deltas.Represent impacts to processing time and sustainment incurred by changing force structure.Simulate logistical impacts to sustainment requirements incurred by changing force structure.
O80Parameter variation.Parameters of simulations need to be variable to explore future concepts and capabilities.Provide mechanism(s) for varying all input parameters.
O81Future maritime force for screening/scouting that are manned/unmanned, highly mobile (hard to find, hard to hit) to maintain battlespace awareness of the tactical maritime picture (focusing on anti-ship capabilities, mines, improvised explosive devices (IEDs), air defenses, cyber capabilities, and unmanned systems) and collect battle damage assessment (BDA).Represent future forces that include unmanned systems, and mobile systems with few movement constraints.Simulate future forces that include unmanned systems.
O82Future maritime force for screening/scouting that are manned/unmanned, highly mobile (hard to find, hard to hit) to maintain battlespace awareness of the tactical maritime picture (focusing on anti-ship capabilities, mines, improvised explosive devices (IEDs), air defenses, cyber capabilities, and unmanned systems) and collect battle damage assessment (BDA).Represent future forces that include unmanned systems, and mobile systems with few movement constraints.Simulate future forces that include mobile systems with few movement constraints.
O83Future maritime force for screening/scouting that are manned/unmanned, highly mobile (hard to find, hard to hit) to maintain battlespace awareness of the tactical maritime picture (focusing on anti-ship capabilities, mines, improvised explosive devices (IEDs), air defenses, cyber capabilities, and unmanned systems) and collect battle damage assessment (BDA).Represent future forces that include unmanned systems, and mobile systems with few movement constraints.Represent future platform size, velocity, load capacity, and fuel supply.
Int15Accurate locations of friendly and enemy locations in comparison to the Oplan expectations (crisis action planning (CAP) = actual and the deviations)Represent location of friendly and threat order of battle.Provide a mechanism for adjusting parameters for future force platform(s).
COA Development & AssessmentCOAs6
O03Ability to define and measure success criteria (MoPs/MoEs) that change for each excursion (ex: minimize losses, hold key terrain, win hearts and minds of civilians)Represent measures of performance (MoP) and measures of effectiveness (MoE) to evaluate friendly courses of action.Provide the user a mechanism to evaluate the execution of a friendly course of action (COA) by measuring performance to plan, according to designated criteria and data generated by the simulation.
O04Ability to define and measure success criteria (MoPs/MoEs) that change for each excursion (ex: minimize losses, hold key terrain, win hearts and minds of civilians)Represent measures of performance (MoP) and measures of effectiveness (MoE) to evaluate friendly courses of action.Provide the user a mechanism to evaluate the effectiveness of a friendly course of action (COA) according to designated effectiveness criteria and data generated by the simulation.
O07Develop COAs (which may be the exercise design tool (EDT)).Represent a set of unit actions over time, or by phaseProvide a mechanism for the user to develop alternative and executable courses of action (COAs), that describe blue and red force unit locations, activities, movements, and control measures by time, phase, and event as applicable.
O08Develop COAs (which may be the exercise design tool (EDT)).Represent a set of unit actions over time, or by phaseProvide a mechanism for the user to visualize unit actions over time, by phase.
O09Map elements from model during execution to fit the text portions of an updated Oplan.Represent course of action activities as text in an operations order.Encode the elements of a course of action (COA) in support of an operational plan or order, including unit Identification, locations, missions, event triggers, operational graphic symbols, and operational terms that make up a course of action in the form of graphics and hypertext that can be imported into an a operations order template.
O10Update the TPFDD according to the COA selected / refined.Represent course of action activities as force structure data.Provide a mechanism for importing TPFDD formatted data as simulation initialization data.
COMBAT DECISION MAKING AND BEHAVIORSDecisions & BehaviorsThis topic area is comprised of the modeling of combat decisions and behaviors based on the current perception of the situation and subject to the constraints embodied in rules of engagement (ROE) and warfighting doctrine.
Automate C2 Decisions with AIAI C23
C01Tactical decision making (conventional, insurgent, blue/red/green/white)Representation of the combat decision at the shoot, move, and communicate level of detail for each of the forces in the operational environment; constructive forces only, no human in the loop (HITL).Simulate situational assessment supporting decision to move based on orders, strength and position of friendly forces, strength and position of opposing forces, environmental conditions, mission time available, area of responsibility (AOR), materiel availability.
C02Tactical decision making (conventional, insurgent, blue/red/green/white)Representation of the combat decision at the shoot, move, and communicate level of detail for each of the forces in the operational environment; constructive forces only, no human in the loop (HITL).Output situational assessment supporting decision to shoot applying find, fix, track, target, engage, assess.
C03Tactical decision making (conventional, insurgent, blue/red/green/white)Representation of the combat decision at the shoot, move, and communicate level of detail for each of the forces in the operational environment; constructive forces only, no human in the loop (HITL).Output situational assessment supporting decision to communicate orders.
Doctrine & Rules of EngagementROE6
Info36Rules of engagement (ROE) (permissions, restrictions, and conditions) of conducting actions within information environment operations (IEO) and changes to the ROE given changes within IEO.Represent IEO ROEs.
Info37ROE for combat actions must be variable for control of constructive model behavior given LOCE expected environments.Simulate changes to rules of engagement conformant with ROE policy.
O34Example USMC changes include ISR, air defense battery, F35 B/C, adaptations to High Mobility Artillery Rocket System (HIMARS), and coastal defense cruise missiles within Marine expeditionary unit (MEU), Marine expeditionary brigade (MEB), MEF constructs.Represent USMC air defense batteries.Simulate engagement of air entities by USMC air defense batteries according to assigned ROEs.
O35Example USMC changes include ISR, air defense battery, F35 B/C, adaptations to High Mobility Artillery Rocket System (HIMARS), and coastal defense cruise missiles within Marine expeditionary unit (MEU), Marine expeditionary brigade (MEB), MEF constructs.Represent USMC air defense batteries.Simulate engagement of air aggregates by USMC air defense batteries according to assigned ROEs.
O05Model combat behaviors for BLUE and RED according to doctrine TTPs that is modifiable by the analyst.Represent doctrinal templates of friendly and threat forces, that can be adjusted by analysts.Provide friendly and threat doctrinal templates that include unit formations, activity type, unit deployment event trigger as well as alternate formations, activity types, and deployment event triggers.
O06Model combat behaviors for BLUE and RED according to doctrine TTPs that is modifiable by the analyst.Represent doctrinal templates of friendly and threat forces, that can be adjusted by analysts.Provide a mechanism for the user to modify doctrinal templates.
MANEUVER & COMBAT OPERATIONS (AIR, GROUND, MARITIME DOMAINS)Combat OpsThis topic area consists of a broad range of entity and aggregate modeling and simulation capabilities in the Air, Ground, and Maritime domains with particular focus on aspects of the Maneuver warfighting function and maintenance of the current state of simulation objects. The items include modeling constraints such as movement rates, route trafficability, control measures, weather, and environmental factors. Additional items related to the transportation of entities or supplies include load capacity, timing, and changes of state. Detailed modeling should consider transitions between domains, equipment and human fatigue, suppression effects, degradation, denial, and destruction of entities. Force protection operations should be also modeled to include entrenchment effects and timing, force protection levels, and Mission Oriented Protective Posture (MOPP) operations and constraints.
Maneuver & CombatManeuver & Combat99
F29Time for fire assets to be mobile--time to transit--time to fire capRepresent firing units execution of march order, movement, and establishment of fire capability in a new firing position.Simulate firing unit displacement, movement and emplacement in a new firing position, including the time required to issue movement orders, displacement time, rate of movement, and emplacement time required to reestablish firing capability .
M01PLI (Position Location Information)--EntityAn element of the synthetic environment that is created and controlled by a simulation application, an entity represents a unique physical object in the synthetic environment.Simulate entity state for blue, red, and coalition tables of equipment, and blue, red, and coalition tables of organization (without Military Occupational Specialties (MOSs)) within Live-Virtual-Constructive (LVC) simulations with 1 m accuracy.
M02PLI (Position Location Information)--EntityAn element of the synthetic environment that is created and controlled by a simulation application, an entity represents a unique physical object in the synthetic environment.Output entity state updates 1 / sec for constructive entities and 10 / sec for 3D visualization.
M03PLI (Position Location Information)--EntityAn element of the synthetic environment that is created and controlled by a simulation application, an entity represents a unique physical object in the synthetic environment.Use dead reckoning 2nd order Taylor expansion (position, velocity, acceleration).
M04Entity TypeThe Entity Type is the enumerated value of the respective entity by Kind, Country, and Domain categories and subcategories.Adhere to SISO-REF-010-2019, Reference for Enumerations for Simulation Interoperability, beginning with Version 26 to represent entity types and update as the Enumerations evolve.
M07Entity StatusEntity Status describes the combatant condition and capabilities of an entity.Output kinetic battle damage to entities 1 / sec for constructive entities and 10 / sec for 3D visualization.
M08Entity StatusEntity Status describes the combatant condition and capabilities of an entity.Output non-kinetic battle damage to entities 1 / sec for constructive entities and 10 / sec for 3D visualization.
M09Entity AppearanceEntity Appearance describes the entity signature based on the Entity Status and time-sequenced changes to that status.Calculate entity appearance state when entity status changes.
M10Entity AppearanceEntity Appearance describes the entity signature based on the Entity Status and time-sequenced changes to that status.Output entity appearance state updates when entity status changes within 1 sec for constructive entities and .1 for 3D visualization.
M11Entity MovementEntity Movement is represented by time-sequenced Entity State updates.Calculate entity movement attributes other than movement when they change: mobility kill, gun position, sensor position.
M12Entity MovementEntity Movement is represented by time-sequenced Entity State updates.Output entity movement attributes 1 / sec for constructive entities and 10 / sec for 3D visualization.
M13PLI--AggregateA group of entities or a group of other aggregates. The substitution of the word “unit” is used to avoid phrases like “aggregate aggregate.””Represent aggregate state for units and formations with aggregate mode, type, formation, position, orientation, velocity, state, and footprint dimensions.
M14PLI--AggregateA group of entities or a group of other aggregates. The substitution of the word “unit” is used to avoid phrases like “aggregate aggregate.””Calculate an aggregate state when a predetermined length of real-world time has elapsed since the issuing of the last update, applying dead reckoning to each attribute for state changes using a 2nd order Taylor polynomial which is: new condition = current condition modified by the first order derivative further modified by the second order derivative.
M15PLI--AggregateA group of entities or a group of other aggregates. The substitution of the word “unit” is used to avoid phrases like “aggregate aggregate.””Output an aggregate state update each time one is calculated within 1 sec for constructive entities and .1 sec for 3D visualization.
M16Routes (control measures (CMs), check points (CPs), Primary, Alternate, etc.)A route is a set of event-ordered vectors that describe the planned and/or executed movement of one or more entities and/or aggregates.Represent routes as waypoints, trafficability by vehicle type, width, height, and altitude.
M17Routes (control measures (CMs), check points (CPs), Primary, Alternate, etc.)A route is a set of event-ordered vectors that describe the planned and/or executed movement of one or more entities and/or aggregates.Assign routes and route segments to entities.
M18Routes (control measures (CMs), check points (CPs), Primary, Alternate, etc.)A route is a set of event-ordered vectors that describe the planned and/or executed movement of one or more entities and/or aggregates.Assign routes and route segments to aggregates.
M19Routes (control measures (CMs), check points (CPs), Primary, Alternate, etc.)A route is a set of event-ordered vectors that describe the planned and/or executed movement of one or more entities and/or aggregates.Calculate / output route segments assigned to entities based on changes to the environment and situation.
M20Routes (control measures (CMs), check points (CPs), Primary, Alternate, etc.)A route is a set of event-ordered vectors that describe the planned and/or executed movement of one or more entities and/or aggregates.Calculate / output route segments assigned to aggregates based on changes to the environment and situation.
M21Routes (control measures (CMs), check points (CPs), Primary, Alternate, etc.)A route is a set of event-ordered vectors that describe the planned and/or executed movement of one or more entities and/or aggregates.Output updates to route segments assigned to entities within 1 sec for constructive entities and .1 sec for 3D visualization.
M22Routes (control measures (CMs), check points (CPs), Primary, Alternate, etc.)A route is a set of event-ordered vectors that describe the planned and/or executed movement of one or more entities and/or aggregates.Output updates to route segments assigned to aggregates within 1 sec for constructive entities and .1 sec for 3D visualization..
M23Air MovementAir movement is the movement of air platform systems and forces at the entity and aggregate levels, including the air transport of units, personnel, supplies, and equipment including airdrops and air landings.Assign airspace control authority for planned and executed air movements as applicable to specific aircraft.
M24Air MovementAir movement is the movement of air platform systems and forces at the entity and aggregate levels, including the air transport of units, personnel, supplies, and equipment including airdrops and air landings.Create ad hoc airspace routes using airspace control measures.
M25Air Launch and Landing FacilityAn Air Launch and Landing Facility is a permanent or semipermanent installation with the capacity to support the launch and recovery of air entities and/or aggregates.Simulate launch and recovery of air entities.
M26Air Launch and Landing FacilityAn Air Launch and Landing Facility is a permanent or semipermanent installation with the capacity to support the launch and recovery of air entities and/or aggregates.Simulate launch and recovery of air aggregates.
M27Air Launch PointThe Air Launch Point is the 3D location where aircraft leave the ground commencing movement along an air route.Calculate the position where air movement starts.
M28Air WaypointAn Air Waypoint is a 3D location at which a change in direction, altitude, velocity, or behavior is triggered along an air route.Calculate changes in direction, altitude, and velocity of air entities.
M29Air WaypointAn Air Waypoint is a 3D location at which a change in direction, altitude, velocity, or behavior is triggered along an air route.Calculate changes in direction, altitude, and velocity of air aggregates.
M30Air Flight BehaviorsAn Air Flight Behavior is an aerial maneuver executed by one or more air platform system entitiesTrigger the execution of an air flight behavior when an air entity reaches an air waypoint or airspace control measure along the air route or on command.
M31Air Flight BehaviorsAn Air Flight Behavior is an aerial maneuver executed by one or more air platform system entitiesTrigger the execution of an air flight behavior when an air aggregate reaches an air waypoint or airspace control measure along the air route or on command.
M32Air Flight BehaviorsAn Air Flight Behavior is an aerial maneuver executed by one or more air platform system entitiesProvide a mechanism for specifying air flight behaviors.
M33Flight RestrictionsFlight Restrictions describe prohibited behaviors that an air platform system or aggregate must refrain from performing when utilizing air movement.Invoke flight restriction when the criteria for imposing it have been met.
M34Flight RestrictionsFlight Restrictions describe prohibited behaviors that an air platform system or aggregate must refrain from performing when utilizing air movement.Provide a mechanism for specifying flight restrictions.
M35Air Mobile MovementAir Mobility Movement is the air transport of units, personnel, supplies, and equipment by air platform systems and forces at the entity and aggregate levels.Execute air mobile movement consistent with air entity transport weight capability.
M36Air Mobile MovementAir Mobility Movement is the air transport of units, personnel, supplies, and equipment by air platform systems and forces at the entity and aggregate levels.Execute air mobile movement consistent with air aggregate transport weight capability.
M37Air Landing AreaAn Air Landing Area is an unimproved area on the ground where airborne parachute landings, air drop of equipment, and offload of air transport platform system entities takes place (also known as an air landing zone, with landing points).Execute air entity transport offload operations within an air landing area, subject to planning parameters and environmental conditions.
M38Air Landing AreaAn Air Landing Area is an unimproved area on the ground where airborne parachute landings, air drop of equipment, and offload of air transport platform system entities takes place (also known as an air landing zone, with landing points).Execute air aggregate transport offload operations within an air landing area, subject to planning parameters and environmental conditions.
M39Air Landing AreaAn Air Landing Area is an unimproved area on the ground where airborne parachute landings, air drop of equipment, and offload of air transport platform system entities takes place (also known as an air landing zone, with landing points).Execute airborne parachute landings from an air entity within an air landing area, subject to planning parameters and environmental conditions.
M40Air Landing AreaAn Air Landing Area is an unimproved area on the ground where airborne parachute landings, air drop of equipment, and offload of air transport platform system entities takes place (also known as an air landing zone, with landing points).Execute airborne parachute landings from an air aggregate within an air landing area, subject to planning parameters and environmental conditions.
M41Ground MovementGround movement is the movement of ground platform systems and forces at the entity and aggregate levels, including the ground transport of units, personnel, supplies, and equipment over road networks and cross country ground routes.Assign control measures to ground entities for planned and executed ground movements.
M42Ground MovementGround movement is the movement of ground platform systems and forces at the entity and aggregate levels, including the ground transport of units, personnel, supplies, and equipment over road networks and cross country ground routes.Assign control measures to ground aggregates for planned and executed ground movements.
M43Ground MovementGround movement is the movement of ground platform systems and forces at the entity and aggregate levels, including the ground transport of units, personnel, supplies, and equipment over road networks and cross country ground routes.Assign ground control authority to ground entities.
M44Ground MovementGround movement is the movement of ground platform systems and forces at the entity and aggregate levels, including the ground transport of units, personnel, supplies, and equipment over road networks and cross country ground routes.Assign ground control authority to ground aggregates.
M45Sea MovementSea movement is the movement of maritime forces at the entity and aggregate levels on and under the surface of large salt water bodies, according to the capability of those forces.Assign maritime control authority to maritime entities.
M46Sea MovementSea movement is the movement of maritime forces at the entity and aggregate levels on and under the surface of large salt water bodies, according to the capability of those forces.Assign maritime control authority to maritime aggregates.
M47Sea MovementSea movement is the movement of maritime forces at the entity and aggregate levels on and under the surface of large salt water bodies, according to the capability of those forces.Assign control measures to maritime entities for planned and executed movements.
M48Sea MovementSea movement is the movement of maritime forces at the entity and aggregate levels on and under the surface of large salt water bodies, according to the capability of those forces.Assign control measures to maritime aggregates for planned and executed movements.
M49Amphibious MovementAmphibious movement is the controlled movement of Amphibius Task Force (ATF) to its respective objective area.Assign control measures to amphibious entities.
M50Amphibious MovementAmphibious movement is the controlled movement of Amphibius Task Force (ATF) to its respective objective area.Assign control measures to amphibious aggregates.
M51Amphibious MovementAmphibious movement is the controlled movement of Amphibius Task Force (ATF) to its respective objective area.Execute amphibious movement for amphibious entities under designated command authority according to assigned amphibious control measures.
M52Amphibious MovementAmphibious movement is the controlled movement of Amphibius Task Force (ATF) to its respective objective area.Execute amphibious movement for amphibious aggregates under designated command authority according to assigned amphibious control measures.
M53Amphibious Command AuthorityA Command authority that controls a designated geographical area or functional components of an Amphibious operation.Designate amphibious command authority over assigned entities conducting an amphibious movement.
M54Amphibious Command AuthorityA Command authority that controls a designated geographical area or functional components of an Amphibious operation.Designate amphibious command authority over assigned aggregates conducting an amphibious movement.
M55Trafficability (terrain impacts on mobility)Trafficability is the ability of a given aggregate, system platform or lifeform entity to traverse a specified terrain surface or volume. Terrain impacts on trafficability reflect the ability of aggregate, system platform or lifeform entity to initiate movement, accelerate, decelerate, and change direction with the limits of performance.Apply trafficability effects to platform entity movement over or through a specified terrain surface or volume.
M56Trafficability (terrain impacts on mobility)Trafficability is the ability of a given aggregate, system platform or lifeform entity to traverse a specified terrain surface or volume. Terrain impacts on trafficability reflect the ability of aggregate, system platform or lifeform entity to initiate movement, accelerate, decelerate, and change direction with the limits of performance.Apply trafficability effects to platform aggregate movement over or through a specified terrain surface or volume.
M57Trafficability (weather impacts on mobility)Trafficability is the ability of a given aggregate, system platform or lifeform entity that traverses a specified terrain surface or volume, given current and cumulative weather conditions. Terrain impacts on trafficability reflect the ability of aggregate, system platform or lifeform entity to initiate movement, accelerate, decelerate, and change direction with the limits of performance.Apply trafficability effects to platform entity movement over or through a specified terrain surface or volume, given current weather conditions.
M58Trafficability (weather impacts on mobility)Trafficability is the ability of a given aggregate, system platform or lifeform entity that traverses a specified terrain surface or volume, given current and cumulative weather conditions. Terrain impacts on trafficability reflect the ability of aggregate, system platform or lifeform entity to initiate movement, accelerate, decelerate, and change direction with the limits of performance.Apply trafficability effects to platform aggregate movement over or through a specified terrain surface or volume, given current weather conditions.
M59Trafficability (weather impacts on mobility)Trafficability is the ability of a given aggregate, system platform or lifeform entity that traverses a specified terrain surface or volume, given current and cumulative weather conditions. Terrain impacts on trafficability reflect the ability of aggregate, system platform or lifeform entity to initiate movement, accelerate, decelerate, and change direction with the limits of performance.Apply trafficability effects to platform entity movement over or through a specified terrain surface or volume, given cumulative weather conditions.
M60Trafficability (weather impacts on mobility)Trafficability is the ability of a given aggregate, system platform or lifeform entity that traverses a specified terrain surface or volume, given current and cumulative weather conditions. Terrain impacts on trafficability reflect the ability of aggregate, system platform or lifeform entity to initiate movement, accelerate, decelerate, and change direction with the limits of performance.Apply trafficability effects to platform aggregate movement over or through a specified terrain surface or volume, given cumulative weather conditions.
M61Maritime choke points + key terrain/hydrography (shallow water, natural barriers like islands)Maritime Choke points are geographic features that constrain sea movement, resulting in natural congestion along two wider and important navigable passages. Their characteristics include shallow water, reefs, atolls, islands and mainland shorelines.Simulate maritime choke points by limiting sea vessel movement in shallow waters where the bathymetry conjoins the terrain surface model, defining trafficable channels where ships' keel depth does not exceed the bathymetric depth.
M62Sea StateSea State is a scale that categorizes the force of progressively higher seas by wave height.Simulate the effects of sea state on amphibious and naval movement.
M63Sea StateSea State is a scale that categorizes the force of progressively higher seas by wave height.Simulate the effects of sea state on loading and offloading of transport vessel platform entities to and from joint logistics over the shore.
M64Sea StateSea State is a scale that categorizes the force of progressively higher seas by wave height.Simulate the effects of sea state on loading and offloading of transport vessel platform aggregates to and from joint logistics over the shore.
M66Weather effects on visibilityVisibility is the greatest distance in a given direction which it is just possible to see and identify with the unaided eye either: (1) in the daytime, a prominent dark object against the sky at the horizon or (2) at night, a known, preferably unfocused, moderately intense light source. A variety of atmospheric and meteorological effects, including air temperature, barometric pressure, humidity, wind direction and velocity, precipitation, cloud cover, storms, and natural obscurants may impact visibilitySimulate weather effects on visibility in multiple spectra from infrared through visible to ultraviolet wave bands.
M67Weather impacts on fatigueWeather impacts on fatigue include the temporal impact of weather on system level platform, lifeform, and structure entities and aggregates.Simulate degraded performance effects due to fatigue caused by weather conditions over time.
M68Weather impacts on aviation operational availabilityWeather impacts on aviation operational availability include the prospective and realized impact of weather on a system level platform entities and aggregates.Simulate and output aircraft performance effects caused by weather conditions.
M71Model weather, enemy, and terrain and compare it to the expectations of the oplan for deviationsModeling weather, enemy, and terrain conditions entails maintaining Perceived and Ground Truth common operating pictures for the aviation component player and exercise control elements.Represent and compare the perceived and ground truth Common Operating Picture, providing detailed logging including annotations for predictive analysis and after action review feedback.
M72Model weather, enemy, and terrain and compare it to the expectations of the oplan for deviationsModeling weather, enemy, and terrain conditions entails maintaining Perceived and Ground Truth common operating pictures for the aviation component player and exercise control elements.Provide an analytical tool for comparison of logs to oplan.
M75Beach gradient impacts on amphibious mobilityBeach gradient impacts on amphibious mobility are determined based on the beach gradient value and the landing equipment utilized at entity or aggregate level.Modify landing craft and cargo equipment acceleration, deceleration, minimum velocity, maximum velocity, maximum turn rate, angular velocity, and angular acceleration upon landing based on beach gradient, surface material category, and water density.
M76FatigueFatigue comprises the physical performance degradation of and system level platform, lifeform, and structural entity and aggregate performance when in operation over a period of time. Lifeform fatigue is normally transient, with the rate of recovery based on rest and sustenance. Equipment fatigue is generally structural, not temporary in effect, and requiring replacement or repair of the broken part, subsystem, or component.Calculate fatigue effect on maneuver based on the duration and intensity of operations as a function of performance and fatigue thresholds in relation to sustenance and rest, including sleep periods as applicable to human-operated platform entities.
M77FatigueFatigue comprises the physical performance degradation of and system level platform, lifeform, and structural entity and aggregate performance when in operation over a period of time. Lifeform fatigue is normally transient, with the rate of recovery based on rest and sustenance. Equipment fatigue is generally structural, not temporary in effect, and requiring replacement or repair of the broken part, subsystem, or component.Calculate fatigue effect on maneuver based on the duration and intensity of operations as a function of performance and fatigue thresholds in relation to sustenance and rest, including sleep periods as applicable to human-operated platform aggregates.
M78Fatigue impacts on mobilityFatigue impacts on mobility include degradation in movement performance, including reduced acceleration and velocity thresholds, navigation errors and higher accident rates for human operated system level platform, lifeforms, and aggregatesCalculate, log, and Output fatigue impacts on mobility for human-operated platform entities according to the level and duration of fatigue.
M79Fatigue impacts on mobilityFatigue impacts on mobility include degradation in movement performance, including reduced acceleration and velocity thresholds, navigation errors and higher accident rates for human operated system level platform, lifeforms, and aggregatesCalculate, log, and output fatigue impacts on mobility for human-operated aggregate entities according to the level and duration of fatigue.
M80Ship to shore connectorsThe Ship to Shore Connector (SSC) is the evolutionary replacement for the existing fleet of Landing Craft, Air Cushion (LCAC) vehicles, which are nearing the end of their service life. The SSC is an air cushion vehicle whose mission is to land surface assault elements in support of Operational Maneuver from the Sea (OMFTS), at over-the-horizon distances, while operating from amphibious ships and mobile landing platforms.Simulate ship-to-shore (SSC)-capable entity transport of other entities.
M81Ship to shore connectorsThe Ship to Shore Connector (SSC) is the evolutionary replacement for the existing fleet of Landing Craft, Air Cushion (LCAC) vehicles, which are nearing the end of their service life. The SSC is an air cushion vehicle whose mission is to land surface assault elements in support of Operational Maneuver from the Sea (OMFTS), at over-the-horizon distances, while operating from amphibious ships and mobile landing platforms.Simulate SSC-capable aggregate transport of other aggregates.
M82Sea lines of communicationA sea route, that connects an operating

military force with a base of operations and along which supplies and military forces

move.Represent sea lines of communication.
M83Maneuver in the sea (surface and sub-surface), land (surface and subterranean), air, EMS and cyber domainsManeuver in the sea (surface and sub-surface), land (surface and subterranean), air, EMS and cyber domains is described by the changes in position and state of entities, aggregates, information and sustaining resources through domain-specific environments represented over time in the LVC simulation.Simulate cross domain maneuver and effects generated by joint force and adversary entities and aggregates.
M84Suppression effects on MobilitySuppression is defined as temporary or transient degradation by an opposing force of the performance of a weapons system below the level needed to fulfill its mission objectives. Suppression effects on Mobility consist of degradation of acceleration and velocity as well as changes in direction and state of entities and aggregates performing a movement action as part of an assigned mission.Simulate suppression effects on mobility based on the accuracy and proximity of munitions detonations directed at moving human-operated platform entities.
M85Suppression effects on MobilitySuppression is defined as temporary or transient degradation by an opposing force of the performance of a weapons system below the level needed to fulfill its mission objectives. Suppression effects on Mobility consist of degradation of acceleration and velocity as well as changes in direction and state of entities and aggregates performing a movement action as part of an assigned mission.Simulate suppression effects on mobility based on the accuracy and proximity of munitions detonations directed at moving human-operated platform aggregates.
M86Over the horizon amphibious raids/assaultsAn over the horizon (OTH) operation is initiated from beyond visual and radar range of the enemy shore.Calculate amphibious entities' movement based on constraints: sufficient ship-to-shore transit range, C2 capacity, and logistic capacity before executing an OTH landing.
M87Over the horizon amphibious raids/assaultsAn over the horizon (OTH) operation is initiated from beyond visual and radar range of the enemy shore.Calculate amphibious aggregates' movement based on constraints: sufficient ship-to-shore transit range, C2 capacity, and logistic capacity before executing an OTH landing.
M88Over the horizon amphibious raids/assaultsAn over the horizon (OTH) operation is initiated from beyond visual and radar range of the enemy shore.Output amphibious entities' movement based on constraints: sufficient ship-to-shore transit range, C2 capacity, and logistic capacity before executing an OTH landing.
M89Over the horizon amphibious raids/assaultsAn over the horizon (OTH) operation is initiated from beyond visual and radar range of the enemy shore.Output amphibious aggregates' movement based on constraints: sufficient ship-to-shore transit range, C2 capacity, and logistic capacity before executing an OTH landing.
M90Transition delay between maneuver and fire cap/C2/combat effectivenessTransition delay between maneuver and fire cap/c2/combat effectiveness represents the time required to change or adjust entity or aggregation movement, firing, deployment, communications, and protection parameters.Constrain entity behavior based on the entity type-specific transition time necessary to change from one state to another.
M91Transition delay between maneuver and fire cap/C2/combat effectivenessTransition delay between maneuver and fire cap/c2/combat effectiveness represents the time required to change or adjust entity or aggregation movement, firing, deployment, communications, and protection parameters.Constrain aggregate behavior based on the aggregate type-specific transition time necessary to change from one state to another.
M92Force Application-Maneuver domains (air, space, land, maritime, cyberspace, electromagnetic spectrum (EMS))Force Application-Maneuver domains (air, space, land, maritime, cyberspace, EMS) are defined in JP 1-02Use common and correlated synthetic environments to represent physical actions in the LVC simulation.
M94Scheme of maneuvers according to the Time Phased Force Deployment Data (TPFDD)/PhasingScheme of maneuvers according to the TPFDD/Phasing suggests the ability to ingest an OPLAN to support scenario developmentDefine and develop a scheme of maneuver that specifies unit missions and tasks aligned with the TPFDD.
M95Accurate lines of communication and impacts of contested force flowsA line of communication is a route, that connects an operating
military force with a base of operations and along which supplies and military forces move. Such movements may be contested across and within multiple domains.Adjudicate the degradation, denial and destruction of forces and logistics due to adversary anti-access, area denial operations.
FP01Entrenchment levelsRepresent the ability of units to dig fortificationsSimulate the ability of entities to dig fortifications as a function of entrenchment rate, entrenchment time, overhead cover, entrenchment depth, and soil type.
FP02Entrenchment levelsRepresent the ability of units to dig fortificationsSimulate the ability of aggregate units to dig fortifications as a function of entrenchment rate, entrenchment time, overhead cover, entrenchment depth, and soil type.
FP03Entrenchment impacts on combat survivabilitySimulate changes in hit probability (Ph) based on entrenchment.
FP04Entrenchment impacts on combat effectivenessRepresent the ability of units to engage targets while entrenchedSimulate the ability of units to engage targets while entrenched based on entrenched detection factor, entrenched targeting factor, and entrenched rate of fire factor.
FP05Subordinate tactical behavior models with different levels of force protectionRepresent adjustment to unit action/activities based on force protection levelsSimulate adjustment to unit action/activities based on force protection levels.
FP06Mission Oriented Protective Posture (MOPP) levelsRepresent the different MOPP levels friendly forces can employ to counter CBRNE attacks.Represent the different MOPP levels friendly forces can employ to counter CBRNE and time to implement MOPP based on MOPP level.
FP07MOPP level impacts on combat effectiveness and fatigueRepresent the change in combat effectiveness based on MOPP levelSimulate the change in combat effectiveness based on MOPP level including change in detection by enemy and ability to detect and target enemy.
FP09Self-protective measures.Represent the effect of pre-deployment training, and other self-protective measures on survivability.Simulate the effects of self-protective measures on survivability: training, education, hardening, camouflage, concealment, deception, information security, and operations security (OPSEC).
FP10Deny enemy sensor and reconnaissance assets timely acquisition and identification of friendly targets.Represent the ability to detect and engage threat ISR assets.Simulate the ability to detect and engage threat ISR assets as identified by threat ISR target ID, type, and countermeasure.
FP11Camouflage effectiveness over time.Represent the reduction in camouflage effectiveness the longer it is in place without maintenance.Simulate the reduction in camouflage effectiveness the longer it is in place without maintenance based on camouflage duration, degradation factor, and maintenance/renewal factor.
FP12Camouflage effectiveness over time.Represent the reduction in camouflage effectiveness the longer it is in place without maintenance.Simulate the impacts of training and fatigue on camouflage effectiveness.
Chemical, Biological, Radiological, Nuclear, and ExplosiveCBRNE1
FP08Chemical, Biological, Radiological, Nuclear, and Explosive (CBRNE).Represent other measures to counter CBRNE attacksSimulate CBRNE countermeasures beyond MOPP: CBRNE detection capability and decontamination process.
Air OperationsAir Operations3
O36Example USMC changes include ISR, air defense battery, F35 B/C, adaptations to High Mobility Artillery Rocket System (HIMARS), and coastal defense cruise missiles within Marine expeditionary unit (MEU), Marine expeditionary brigade (MEB), MEF constructs.Represent USMC employment of F35 B/C.Represent F-35B/Cs based on roles, missions, mission package, aircraft range, aircraft velocity, aircraft acceleration, operating altitude, takeoff distance, landing distance, fuel consumption, communications links, offboard control capability (e.g. drones), mission package lethality, and mission package effects type.
O37Example USMC changes include ISR, air defense battery, F35 B/C, adaptations to High Mobility Artillery Rocket System (HIMARS), and coastal defense cruise missiles within Marine expeditionary unit (MEU), Marine expeditionary brigade (MEB), MEF constructs.Represent USMC employment of F35 B/C.Simulate F-35B/C entities' execution of air superiority, strike, electronic warfare and ISR missions.
O38Example USMC changes include ISR, air defense battery, F35 B/C, adaptations to High Mobility Artillery Rocket System (HIMARS), and coastal defense cruise missiles within Marine expeditionary unit (MEU), Marine expeditionary brigade (MEB), MEF constructs.Represent USMC employment of F35 B/C.Simulate F-35B/C aggregates' execution of air superiority, strike, electronic warfare and ISR missions.
Missile DefenseMissile Defense7
O45Example USMC changes include ISR, air defense battery, F35 B/C, adaptations to High Mobility Artillery Rocket System (HIMARS), and coastal defense cruise missiles within Marine expeditionary unit (MEU), Marine expeditionary brigade (MEB), MEF constructs.Represent USMC employment of coastal defense cruise missiles within MEU, MEB, MEF constructs.Simulate deployment of coastal defense cruise missile entities consistent with Total Force Structure Management System equipment allocations.
O46Example USMC changes include ISR, air defense battery, F35 B/C, adaptations to High Mobility Artillery Rocket System (HIMARS), and coastal defense cruise missiles within Marine expeditionary unit (MEU), Marine expeditionary brigade (MEB), MEF constructs.Represent USMC employment of coastal defense cruise missiles within MEU, MEB, MEF constructs.Simulate employment of coastal defense cruise missile entities consistent with Total Force Structure Management System equipment allocations.
O47Example USMC changes include ISR, air defense battery, F35 B/C, adaptations to High Mobility Artillery Rocket System (HIMARS), and coastal defense cruise missiles within Marine expeditionary unit (MEU), Marine expeditionary brigade (MEB), MEF constructs.Represent USMC employment of coastal defense cruise missiles within MEU, MEB, MEF constructs.Simulate deployment of coastal defense cruise missile aggregates consistent with Total Force Structure Management System equipment allocations.
O48Example USMC changes include ISR, air defense battery, F35 B/C, adaptations to High Mobility Artillery Rocket System (HIMARS), and coastal defense cruise missiles within Marine expeditionary unit (MEU), Marine expeditionary brigade (MEB), MEF constructs.Represent USMC employment of coastal defense cruise missiles within MEU, MEB, MEF constructs.Simulate employment of coastal defense cruise missile aggregates consistent with Total Force Structure Management System equipment allocations.
O57Example USN changes include mine warfare (detect, avoid, clear), surface strike, anti-submarine warfare, air/missile defense and littoral raid with high speed, low signature, combat capable, Marine transportable capabilities similar to Patrol Boats, Riverine Command Boats, and Naval expeditionary force (NEF) Coastal Riverine Force within Amphibious Ready Group (ARG), Expeditionary Strike Group (ESG), Carrier Strike Group (CSG) constructs that are assembled into a Littoral Combat Group.Represent USN surface strike raid.Represent USN air and missile defense based on platform type, platform location, system range, target effects, munitions type, munitions accuracy, basic ammunition load, reload time, and communications systems.

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