Krakens you control have their printed firepower and hull swapped.
102
Explained
Unique301.2, 301.2c
You can't have a second copy on board. Once you have claimed one, you can't launch another, make progress at your opponent's copy or claim it: it is scored only once.
Krakens you control have their printed firepower and hull swapped.301.3c, 705.5a, 304.5a
While this card is on board, every Kraken you control uses its printed hull as its firepower and its printed firepower as its hull, in your berth or dispatched, including Krakens that come on board later; markers and other bonuses are added after the swap. Your opponent's Krakens don't change. Damage stays: a Kraken whose damage reaches its new hull is destroyed at once, and one with 0 printed firepower comes on board with 0 hull and is destroyed (705.5a). Several such effects swap only once. Once the expedition is claimed, it works from the logbook for the rest of the game, for the player who claimed it, whoever launched it: "you" is then the claimer (304.5a).
Distance 10 · Spoils 2304, 706
Crew dispatched here on their own turn make progress, whoever launched it; on the opponent's turn they can only fight (706.3a). The first player to reach 10 progress claims it and gains 2 spoils.