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						(British time and measurements used, because they are consistent 
    with the jj model and most data.) 
						Note: tables are a series of graphics and may take a 
  few moments (minutes?) to fully load in your browser. 
Reading the Letterstime Damage Tables 
      (Incl. DC Symbology) 
Each ship is represented by two horizontal lines. The first one is the status 
  of the ship before the last 6 minutes of battle. That line is labeled "pre" 
  for status "pre-"round. The second line is the results of the "last 
  6" minutes only. Some ships have "Special" line entries for specific 
  items like lost turrets, engine damage, etc.  
The "Hits" entry indicates how many hits, both "pre" and 
  "last 6" (or "last 12," or "lat 29") minutes, 
  the ship has taken prior to and during the last combat period, respectively  
The Distribution (Bins) column indicates where each hit was "placed" on the ship, in sequence. Here, U=Upperworks, S=Superstructure, D=Deck, and 
  B=Belowdeck (hull).  
In jj, damage inflicted by hits are Fires, Floods, and Casualties, with many 
  hits inflicting Casualties in addition to Fire/Flood damage. The size of the 
  Fire or Flood damage is either Small (S), Medium (M), or Large (L). Some (rare) 
  very damaging hits get a "V" with the L to represent extensive additional 
  effects --- such that a "VL" might include a secondary explosion.  
The "GT" means, of course, a "Golden Twinkee" hit that 
  is a one hit kill, like a cordite explosion, or a magazine detonation. Some 
  hits demand a GT die roll for ship survival after certain hits. If a ship survives 
  a GT roll, she may still suffer additional collateral damage (e.g., engine loss).  
In Casualties, hits inflict losses in groups of 50; a hit with only a few dead 
  or injured is considered effectively 0 casualties in jj. The jj breaks normal 
  casualties into four groups. The first group is equal to one-fourth the value 
  and represents deaths. A second fourth equals long-term wounds that maim, etc 
  such that the crewman will not be functional for the rest of the battle (and 
  may potentially be out of the war). The last group is the remaining one-half 
  of the number, and these men can return to service after some time of first 
  aid, etc. Those one-half generally return automatically in die rolls at midnight 
  (gamer convenience), assuming the ship is not in action. They are actually back 
  before then and, if it becomes a battle factor, the gamer analyzes their return 
  at that time. Any number in parentheses with "d" means those men were 
  killed outright, most often in a turret/barbette hit, but sometimes in an engineroom 
  hit. The size of a crew is by class and a large number of casualties degrades 
  DC chances (die roll input).  
A hit that impacts an area already damaged generally does no additional harm. 
  Such a hit is indicated by brackets. For example, if a L hit area for flooding 
  took a later M hit in the same place, the table would be: L[M]. If the M hit 
  was first, then the L hit, it would be: [M]L. The latter case indicates that 
  additional damage occurred, but only to the extent that an M area was further 
  damaged up to the L level.  
Note, however, that if a topside (D or S) hit is placed on or near an active 
  fire, then there is a good chance that DC teams took casualties. Damage control 
  in jj is vital to avoid additional damage or destruction. A look at the "Cent" (Centurion) entry shows an example where so much fire damage took place so quickly 
  and with additional hits taking out firefighters, that Centurion blew up on 
  a magazine explosion.  
One other point, a torpedo hit on a K class dreadnought or HSF BC is treated 
  as a flood L hit, with subsequent chances to cause additional flooding. A torpedo 
  hit is treated as a GT die roll hit by pre-Dreadnoughts. The RN BBs start with 
  the flood hit being L, and roll for additional flood damage by class. Results 
  like those of Marlborough historically are likely, but older ships might actually 
  be sunk. Such losses, though, would not be GT (like the HSF pre-Ds) but cumulative 
  with time and DC die roll chances.  
In jj, damage control (DC) can mitigate fire damage, but some effects remain. 
  Fires that are put out or reduced are shown within "{ }" s. 
  For example:  
---- Ship takes fires, say, SML (Small+Medium+Large)  
  ---- DC efforts succeed, the fire status might later be "{SML=M}" 
   
  ---- "{SML=M}" means that there is still an active fire of "M" size, but others are out  
  ---- each fire must drop one class at a time: (V)L to L to M to S to 0  
  ---- Periods NOT under fire improve DC odds  
  ---- Note, that the damage from the fires still remains, even after the fire 
  is out  
  ---- Ships lose combat ability, accuracy, DC response, etc from residual fire 
  damage 
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