Tom ‘Schedel’ Hanniker
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Tom ‘Skull’ Hanniker
Officer Network // 02 Of 09
[ Officers ] // 02 Tom ‘Skull’ Hanniker ▼
[ SYSTEM DOSSIER // OFF-02 ]
// EPIC FIXED WING OFFICER
TOM ‘SKULL’ HANNIKER
Long-range command aircraft built to amplify a fixed-wing formation while retaining its own combat, sensor and strike profile. Skull combines a seven-level unit research line with a separate fifteen-level Officer Progression that scales Ground & Sea Attack, Air Defense, Air Speed and Fixed-Wing Healing.
Research
7 Levels
Officer Progression
15 Levels
Doctrine Differences
None Supplied
Officer Archive
02 / 09 Live
Critical Rule // Research Level ≠ Officer Level
Research L1–L7 controls Skull’s own aircraft: HP, range, radar,
speed, mobilization, target-specific attack values and cruise-missile
capability. Officer L1–L15 independently controls Ground & Sea
Attack, Air Defense, Air Speed and Fixed-Wing Healing. These two
progression systems must never be merged.
Primary Mission
Fixed-Wing Force Multiplier
Command aircraft with its own long-range combat profile.
Max Ground & Sea ATK
+75%
Officer Level 15.
Max Air Speed
+40%
Officer Level 15.
Max Fixed-Wing Heal
6 HP/Day
Officer Level 15.
[ SKULL DUAL-AXIS CONFIGURATOR ]
Select Research & Officer Progression
Research controls the aircraft itself. Officer Progression controls
the command effects. Healing remains inactive before Officer L5
rather than being treated as an ordinary 0 HP/day effect.
Unit Research Level // L1–L7
Officer Progression // L1–L15
[ ACTIVE SKULL PROFILE ]
Research L1 // Officer L1
Research L1
Officer L1
Aircraft HP
20
Research-controlled
Attack Range
900
900 → 1200 → 1500
Radar
75
Reaches 150 at R7
Ground & Sea ATK
+5%
Officer progression
Fixed-Wing Heal
LOCKED
Unlocks at Officer L5
[ UNIT RESEARCH INTELLIGENCE ]
Research Progression // L1–L7
| Lv | Research Stage | Mobilization Cost* | Mobilization Time | HP | ATK Range | Radar | Speed | Cruise Missile |
|---|---|---|---|---|---|---|---|---|
| L1 | Basic ‘Skull’ Wing | 700 / 400 / 500 / 1500 | 1d 4h | 20 | 900 | 75 | 12 | — |
| L2 | Improved Fixed Wingmen I | 800 / 500 / 600 / 1750 | 1d 6h | 22 | 900 | 100 | 12 | 1 / 12h |
| L3 | Improved Fixed Wingmen II | 900 / 600 / 700 / 2000 | 1d 8h | 23 | 900 | 100 | 12 | Capability retained |
| L4 | Advanced ‘Skull’ Wing | 1100 / 750 / 900 / 2500 | 1d 12h | 30 | 1200 | 125 | 12 | 2 / 12h |
| L5 | Improved Fixed Wingmen III | 1250 / 900 / 1050 / 3000 | 1d 14h | 33 | 1200 | 125 | 12 | Capability retained |
| L6 | Improved Fixed Wingmen IV | 1400 / 1050 / 1200 / 3500 | 1d 16h | 37 | 1200 | 125 | 12 | 2 / 12h |
| L7 | Modern ‘Skull’ Wing | 1650 / 1300 / 1450 / 5000 | 1d 20h | 45 | 1500 | 150 | 12 | 3 / 12h |
Economy Rule // Preserve Resource Order
The four mobilization-cost values are preserved in their supplied
order. No resource labels are assigned here because the source does
not require those icon meanings to be reconstructed.
[ OWN AIRCRAFT COMBAT PROFILE ]
Target-Specific Attack Progression
| Lv | ATK Col 1 | ATK Col 2 | ATK Col 3 | ATK Col 4 | ATK Col 5 | ATK Col 7 | ATK Col 9 | ATK Col 10 |
|---|---|---|---|---|---|---|---|---|
| L1 | 6 | 6 | 2.5 | 3 | 2 | 4 | 3 | 3 |
| L2 | 7 | 7 | 3 | 3.5 | 3 | 4.5 | 2 | 3 |
| L3 | 8 | 8 | 3.5 | 4 | 4 | 6 | 2 | 3 |
| L4 | 9.5 | 9.5 | 4 | 5 | 6 | 8 | 3 | 5 |
| L5 | 11.5 | 11.5 | 5 | 6.5 | 7 | 10 | 3 | 5 |
| L6 | 12.5 | 12.5 | 6 | 8 | 8 | 11 | 4 | 6 |
| L7 | 14 | 14 | 7 | 10 | 9 | 12 | 4 | 6 |
Combat Rule // Target Columns Stay Separate
The source exposes multiple target-specific combat positions.
WW3Planner keeps those values as separate columns and does not
convert them into one artificial attack score. Defense values
should likewise remain separate whenever their complete numeric
progression is supplied.
[ OFFICER PROGRESSION ]
Command Effects // L1–L15
| Officer Lv | Ground & Sea ATK | Air DEF | Air Speed | Fixed-Wing Heal |
|---|---|---|---|---|
| L1 | +5% | +5% | +5% | Not unlocked |
| L2 | +10% | +5% | +5% | Not unlocked |
| L3 | +10% | +10% | +5% | Not unlocked |
| L4 | +15% | +10% | +5% | Not unlocked |
| L5 | +15% | +10% | +10% | 2 HP/day |
| L6 | +20% | +10% | +10% | 2 HP/day |
| L7 | +25% | +10% | +15% | 2 HP/day |
| L8 | +30% | +15% | +15% | 2 HP/day |
| L9 | +40% | +15% | +15% | 2 HP/day |
| L10 | +45% | +20% | +25% | 4 HP/day |
| L11 | +50% | +20% | +30% | 4 HP/day |
| L12 | +55% | +25% | +30% | 4 HP/day |
| L13 | +60% | +25% | +35% | 4 HP/day |
| L14 | +65% | +30% | +35% | 4 HP/day |
| L15 | +75% | +35% | +40% | 6 HP/day |
[ COMMAND BREAKPOINTS ]
Officer Ability Intelligence
Ground & Sea Attack
Starts at +5% and scales through the Officer Progression to
+75% at Officer Level 15.
Air Defense
Begins at +5%, reaches +10% early in the progression and
finishes at +35% on Officer Level 15.
Air Speed
Begins at +5% and reaches +40% at Officer Level 15.
Fixed-Wing Healing
Not unlocked at Officer L1–4. Unlocks at L5 with 2 HP/day,
rises to 4 HP/day at L10 and 6 HP/day at L15. The supplied
ability applies to aircraft in the air and on the ground.
[ SPECIAL SYSTEMS ]
Confirmed Aircraft Properties
Cruise Missile Capability
Confirmed progression: Research L2 capacity 1 / 12h,
L4 capacity 2 / 12h, L6 capacity 2 / 12h and
L7 capacity 3 / 12h. Intermediate levels marked
“capability retained” are not assigned new numerical values.
Aircraft Carrier Operations
The aircraft can operate from aircraft carriers.
Aircraft repair does not occur while it is landed on a carrier.
Stealth Unit
The modern profile includes Stealth Unit: while the unit is
not in combat, it is not visible under the game’s stated
stealth conditions.
Entrenchment Bypass
The unit ignores enemy entrenchment bonuses during combat,
including bonuses received from bunkers.
Missile Rule // Capacity & Reload Stay Separate
Cruise-missile capacity and the 12-hour reload are special
platform mechanics and must not be mixed into Skull’s direct
aircraft attack columns. Research L3 and L5 only confirm that
the capability is retained; they do not provide a new explicit
capacity value.
Doctrine Handling // Shared Officer System
No doctrine-specific Officer Progression difference is supplied
for Skull. The fifteen-level command progression is therefore
treated as one shared profile rather than manufacturing Western,
Eastern and European variations.
[ CALCULATOR ARCHITECTURE ]
Five Independent Layers
01
Research L1–L7
02
Officer L1–L15
03
Own Aircraft Combat
04
Cruise Missile System
05
Eligible Stack Effects
Data Separation // Aircraft ≠ Officer Bonus ≠ Missile System
Skull’s HP, range, radar, speed, mobilization and target-specific
combat values belong to Research L1–L7. Ground & Sea Attack,
Air Defense, Air Speed and Fixed-Wing Healing belong to the separate
Officer L1–L15 progression. Cruise-missile capacity and reload form
another independent system. Healing is inactive before L5 rather
than a normal zero-value ability.
[ OFFICERS // 02 OF 09 ]
Next Officer // Don ‘Iron Tide’ Wolf
Tom ‘Skull’ Hanniker establishes the fixed-wing command model:
independent aircraft research, independent Officer Progression,
fixed-wing healing and separate cruise-missile capability.
