Mathieu ‘Kraken’ Renaud
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Mathieu ‘Kraken’ Renaud
Officer Network // 07 Of 09
[ Officers ] // 07 Mathieu ‘Kraken’ Renaud ▼
[ SYSTEM DOSSIER // OFF-07 ]
// RARE SUBMARINE OFFICER
MATHIEU ‘KRAKEN’ RENAUD
Stealth undersea command platform combining a seven-level submarine research line with a separate ten-level Officer Progression. Kraken brings direct surface-ship and submarine combat power, open/restricted-water profiles, stealth, reveal-stealth, sonar, mine deployment and late missile capability while separately scaling naval command bonuses.
Research
7 Levels
Officer Progression
10 Levels
Primary Domain
Undersea
Officer Archive
07 / 09 Live
Critical Rule // Research ≠ Officer Progression
Unit Research L1–L7 controls Kraken himself: HP, movement,
direct surface/submarine combat, attack range, radar, stealth,
sonar, mine deployment and missile capability.
Officer L1–L10 separately controls Surface Ship Attack,
Submarine Attack, Submarine Speed and stack healing.
Max Surface Attack Bonus
+60%
Officer L10.
Max Submarine Attack
+30%
Officer L10.
Max Submarine Speed
+25%
Officer L10.
Max Submarine Healing
3 HP/Day
Stack healing / Officer L10.
[ KRAKEN DUAL-AXIS CONFIGURATOR ]
Select Research & Officer Progression
Research changes Kraken’s own submarine stats.
Officer Progression independently changes the four naval
command effects. Healing remains inactive before Officer L5.
Unit Research Level // L1–L7
Officer Progression // L1–L10
[ ACTIVE KRAKEN PROFILE ]
Research L1 // Officer L1
Research L1
Officer L1
Own Unit HP
45
45 → 85
Open / Restricted Speed
3.5 / 1.75
L7 becomes 4 / 2
Naval Range
75
75 → 100 at L4
Naval Radar
80
80 → 100 at L4
Submarine Healing
LOCKED
Unlocks at O5
[ UNIT RESEARCH INTELLIGENCE ]
Research Progression // L1–L7
| Lv | Research | Mobilization Cost* | Mobilization Time | Daily Upkeep* | HP | Open / Restricted Speed | Open / Restricted Sight |
|---|---|---|---|---|---|---|---|
| L1 | Basic ‘Kraken’ Wolfpack | 1750 / 600 / 1100 / 2250 | 22h | 25 / 15 / 20 / 50 | 45 | 3.5 / 1.75 | 30 / 25 |
| L2 | Improved Wolfpack II | 1900 / 700 / 1200 / 2500 | 1d 1h | 30 / 15 / 25 / 60 | 50 | 3.5 / 1.75 | 30 / 25 |
| L3 | Improved Wolfpack III | 2050 / 800 / 1300 / 2750 | 1d 6h | 30 / 15 / 30 / 70 | 55 | 3.5 / 1.75 | 30 / 25 |
| L4 | Advanced ‘Kraken’ Wolfpack | 2250 / 950 / 1450 / 3500 | 1d 16h | 35 / 20 / 35 / 90 | 65 | 3.5 / 1.75 | 30 / 25 |
| L5 | Improved Wolfpack III | 2450 / 1100 / 1600 / 4000 | 2d | 40 / 25 / 40 / 100 | 70 | 3.5 / 1.75 | 30 / 25 |
| L6 | Improved Wolfpack IV | 2650 / 1350 / 1750 / 4500 | 2d 10h | 45 / 25 / 40 / 120 | 75 | 3.5 / 1.75 | 30 / 25 |
| L7 | Modern ‘Kraken’ Wolfpack | 3000 / 1500 / 2000 / 6000 | 2d 17h | 50 / 30 / 50 / 150 | 85 | 4 / 2 | 30 / 25 |
Economy Rule // Preserve Supplied Ordering
Mobilization-cost and upkeep sequences remain in their supplied
order. No unsupported resource-icon names are introduced.
Research names are also preserved exactly as supplied.
[ DIRECT NAVAL COMBAT ]
Surface & Submarine Profile
| Lv | Surface Ship ATK | Surface Ship DEF | Submarine ATK | Submarine DEF | Naval Attack Range | Naval Radar |
|---|---|---|---|---|---|---|
| L1 | 8.5 | 8.5 | 5 | 5 | 75 | 80 |
| L2 | 10.5 | 10.5 | 6 | 6 | 75 | 80 |
| L3 | 11 | 11 | 9 | 9 | 75 | 80 |
| L4 | 13 | 13 | 9 | 9 | 100 | 100 |
| L5 | 13 | 13 | 11 | 11 | 100 | 100 |
| L6 | 14.5 | 14.5 | 12 | 12 | 100 | 100 |
| L7 | 18 | 18 | 14 | 14 | 100 | 100 |
[ UNDERSEA ENVIRONMENT ]
Open Water vs Restricted Water
Open / Normal Water
Combat modifier:
+35% attack / +35% defense.
Speed is 3.5 through L6 and
4 at L7.
Restricted Water
Combat modifier:
-10% attack / -10% defense.
Speed is 1.75 through L6 and
2 at L7.
Sight
Open-water sight remains 30.
Restricted-water sight remains 25
across all seven research levels.
Terrain Separation
Water-type combat modifiers and movement values are separate
from Kraken’s stored direct combat values and must not be
pre-applied or averaged.
[ DETECTION & STEALTH ]
Undersea Sensor Systems
Stealth Unit
Kraken is invisible while not in combat under the supplied
stealth rule.
Reveal Stealth
Reveals stealth submarines within sight range.
Sonar
Separate submarine-detection system with supplied
range 80.
Naval Radar
Radar remains separate from sonar:
80 at L1–L3 and
100 from L4 onward.
[ DEPLOYED ARMAMENT & MISSILES ]
Special Weapon Systems
Sea Mines
Deploy Armament uses deployable material with
6-hour resupply.
Exact capacities supplied:
L4 = 1,
L5 = 2,
L7 = 3.
Cruise Missile // Early
Early supplied capability:
Cruise Missile capacity 2 with
12-hour reload.
Cruise Missile // L7
At Research L7 the supplied data still shows
Cruise Missile capacity 2 with
12-hour reload.
Ballistic Missile // L7
Research L7 also shows
Ballistic Missile capacity 2 with
12-hour reload.
Weapon Rule // Direct Combat ≠ Mines ≠ Missiles
Surface/submarine ATK and DEF remain direct combat values.
Sea-mine capacity with its 6-hour resupply is a separate deployable
system. Cruise and Ballistic Missile capacities with 12-hour reload
are also separate platform mechanics and are never added to direct
naval damage.
[ OFFICER PROGRESSION ]
Naval Command Effects // L1–L10
| Officer Lv | Surface Ship Attack | Submarine Attack | Submarine Speed | Submarine Healing |
|---|---|---|---|---|
| L1 | +5% | +5% | +5% | Not unlocked |
| L2 | +10% | +5% | +5% | Not unlocked |
| L3 | +15% | +10% | +10% | Not unlocked |
| L4 | +20% | +10% | +10% | Not unlocked |
| L5 | +30% | +15% | +15% | 1 HP/day |
| L6 | +35% | +15% | +15% | 1 HP/day |
| L7 | +40% | +20% | +20% | 1 HP/day |
| L8 | +45% | +25% | +20% | 1 HP/day |
| L9 | +50% | +25% | +20% | 1 HP/day |
| L10 | +60% | +30% | +25% | 3 HP/day |
[ COMMAND MECHANICS ]
Officer Effect Intelligence
Surface Ship Attack
Improves attacks against surface ships and scales
from +5% to +60%.
Submarine Attack
Separate anti-submarine command bonus scaling from
+5% to +30%.
Submarine Speed
Improves underwater mobility from
+5% to +25%.
Submarine Healing
Applies to submarines in the officer’s stack.
Unlocks at O5 = 1 HP/day and reaches
O10 = 3 HP/day.
[ OFFICER PROGRESSION COSTS ]
Captured Upgrade Requirements
| Upgrade To | Visible Requirement |
|---|---|
| L2 | Not numerically supplied |
| L3 | Tier-2 icon ×3 + orange resource 50 |
| L4 | Tier-2 icon ×4 + orange resource 50 |
| L5 | Tier-2 icon ×5 + orange resource 50 |
| L6 | Tier-2 icon ×6 + orange resource 60 |
| L7 | Tier-3 icon ×1 + tier-2 icon ×7 + orange resource 70 |
| L8 | Tier-3 icon ×1 + tier-2 icon ×8 + orange resource 80 |
| L9 | Tier-3 icon ×2 + tier-2 icon ×9 + orange resource 90 |
| L10 | Tier-3 icon ×2 + tier-2 icon ×10 + orange resource 100 |
Upgrade Rule // No Invented Icon Names
The supplied material identifies tier positions and numeric
requirements for upgrades L3–L10, but does not safely provide
textual currency names. L2 is not numerically supplied.
WW3Planner therefore leaves L2 unspecified and preserves all
later values by visible tier only.
Doctrine Handling // Shared Profile
No doctrine-specific differences are supplied for Kraken.
Research L1–L7 and Officer Progression L1–L10 therefore use
one shared verified submarine-officer profile.
[ CALCULATOR ARCHITECTURE ]
Five Independent Layers
01
Research L1–L7
02
Officer L1–L10
03
Open / Restricted Water
04
Stealth / Radar / Sonar
05
Mines / Missile Systems
Data Separation // Combat ≠ Terrain ≠ Sensors ≠ Armament
Kraken’s direct Surface Ship and Submarine ATK/DEF values,
HP, speed, attack range, radar, costs and upkeep belong to
Research L1–L7. Open/restricted-water modifiers are a separate
terrain layer. Sonar remains separate from radar. Stealth and
reveal-stealth are detection mechanics. Sea mines, cruise missiles
and ballistic missiles are separate armament systems. Officer
Progression L1–L10 independently controls the four command bonuses.
[ OFFICERS // 07 OF 09 ]
Next Officer // Narawit ‘Krait’ Sornchai
Mathieu ‘Kraken’ Renaud establishes the submarine-command model:
independent research and officer progression, dual water profiles,
stealth and sonar, deployable mines and late ballistic capability.
