1. Maximizing the time the trainer can spend training without the inherent drawbacks of a conventional projector-based system. 2. Allowing the trainee to quickly grasp the interface for using the UI of the system. 3. Trainers must be able to create endless training sessions which can evolve and cover numerous critical training topics. 4. The simulator must have the capability to allow trainers to select from a library of scenarios with an extensive range of parameters. 5. The simulator must be a true VR training system with the ability to: a. Be mobile and flexible for easy deployment into a selected training location. b. Utilize laptops for convenience, not desktops and must be capable of supporting 9 simultaneous trainers in real time. c. Have native multi-user functionality to support up to 32 trainees. d. Host a dynamic training module system for selecting training options to support specific training goals. e. Capable of using a trainer microphone to speak directly into the live scenario, as any character within the VR environment. (i.e. Dispatch, Victim or Suspect) f. Facilitate “Hot Swapable batteries” for continuing training sessions without the need to shut the system down. g. Be highly portable, while allowing training to begin within 10 minutes with no tracking calibration. h. Host advanced analytics for tracking trainee progress and a comprehensive review or after-action debriefing feature. i. Utilize virtual weaponry to simulate firearms training, contain de-escalation material and include the use of less than lethal options. j. The simulator must function as a stand-alone system without the need for network connectivity.