Trek complex (slight variant of Task Force's Star Fleet Battles) - Cadet scenario (implementation of Task Force's Cadet Training Module ship classes) - Warp Power module AO/ territory concept (vs claim, beat, post, sector/ quadrant, field vs garrison): Star Trek's extraterrestrial viewpoint (Federation of Planets, Prime Directive, multicultural mixed crews) versus War of the Worlds, Independence Day xenophobic outlook evolution: Enemy Below structure: ~Trk "front end" (macro level/ strategic operations, which then spawn micro level/ tactical conflicts) round phases sequence: check for next effective impulse number (= next impulse of movement by any object) impulse execution per impulse phases sequence impulse phases sequence: movement of vessels (incl vehicles= probes, drones, shuttles, mines) qualified by speed & turn mode consequent movement conditons resolution (pursuit/ proximity strikes) option to fire or launch undestroyed weapons or vehicles and designation of target for each consequent resolution of individual weapon attacks and launching of vehicles (simultaneous, volley fire simulated) (after last impulse of round) Damage Control restores systems (Shields only) hit prior to this round Vessels' Turn Modes: FedSS= 2,5,9,12,16; KliBC= 3,6,8,12,16; RomBP= 2,4,8,13,16; Shtl, Dron, Plas= 16 addl optional itmGrp flds: ItmSit= use if onboard position of item for being hit is not to be equated with its operational ItmArc ItmAso= grouping (associations chained: item- to- item) into system box packs