Length: 87 yards from Forward to Stern. 49 yards From Port to Starboard. Four Decks, roughly 33 yards in height, with a total crew compliment of 79.
Minimum Crew: (Excluding Security and Medical Personnel with all weapon alcoves manned) 24.
Armament: 12 Mark 3 Sirian Interactive Energy Cannon Alcoves. 24 Mark 4 Sirian Tactical Automated Energy Cannons. Two Primary Single Barrel Mark 5 Energy Cannons. Four Missile Bays. Primary and Secondary Shielding, Type 4 and 2.5 respectively.
Specifications: Primary Type 3 Deuterium Power Generator. Secondary Type 1 Deuterium Power Generator. Quad Signal Array for multiple tractors, beaming, or other Sweeping Array Functions. Limited Long Range Sensor Capabilities. Mark 4 Targeting Sensors. Primary Type 5 Ion Solar Drive with Two Secondary Mark 3 Ion Solar Drives running in parallel. Type 2 Inter-dimensional Wake Drive. Jack Rabbit Thrusters of unknown Zuxian technology.
The Kalvania is a small ship that is more suited for quick raids, or tactical combat than for exploring the galaxy. However, what the Kalvania lacks in sheer firepower, it makes up for in maneuverability thanks to its Jack Rabbit Thrusters and overstuffed engine room. In atmosphere or in space, the ship can 'dance' and plan its attacks.
The hull is made up of Steel, Mithril and Titanium components. The ship has been giving a glaze to its exterior to remove all sudden stops, seams or drag. Other than its 12 Mark 3 Energy Cannon Alcoves and the 24 Automated Cannons, the ship seems free entrances, until an access hatch or the hanger bay opens. It has the rough shape of an Isosceles triangle, with a flared backend.
The hull of the ship has been given a silver sheen. While the interior is a mixture of silver and greens. Each deck is accessed by shafts, with levitating platforms that take you through access shafts throughout the ship. They are all interconnected, moving you up and down at your desire and sometimes sideways through the heavily accessed areas. There are also some smaller crawl space access shafts, which serve as maintenance corridors on the ship.
Command and Bridge: (Deck 4) Perhaps the most important part of the ship, as it has vital areas including droid Command, Six of the Interactive Weapons Alcoves, as well as the Bridge is located here.
Primary Facilities and Crew Quarters: (Decks 3 and 2) Deck 3 is primarily the medical quarters, security station, the holding cells as well as the primary weapons locker for the ship. Recreation rooms, the mess hall and both holorooms are on this level.
Deck 2 is primarily crew quarters. The standard crew quarters is 7x9 (2 meters by 3.2 meters), including a table with three chairs, a data terminal, a small double bed (sleeps two comfortably), food/drink replicator, and a door leading to a full bathroom (shower not tub). Built-ins include closet, viewing screen, and storage. While size is standard, the layout can vary depending upon section of the ship.
Hanger Bay: The Hangar Bay spans the width of the ship, towards the front between Deck 3 and 2. It allows the ship to contain 12 Pipe Fighters (see: Sirian/Ships/The Pipe Fighters : The Pipe Fighters, 2 Shuttle Craft, 2 Exploration Craft and/or one or two larger vessels.
Operations: (Deck 1): The bottom of the ship.
Engineering covers the aft section of the ship, as well as creeps up into Deck 2 and 3 in areas, though is not accessible from there. The other Six Interactive Weapons Alcoves are located here, as well as the four front facing missile bays. Heavily protected as well are the life support systems, backup systems, emergency power and other key systems.
Being the ship's Intranet - a collection of what parts of the Internet of the planet were flagged for uploading when they last left - including research journals, design updates, and generally a cached copy of the internet from Sirian Planet Plus a collection of on-ship-generated material: Forums, videos, photographs and entertainment. The on-ship collection of the internet is updated anytime the ship comes in to port, but otherwise due to distances between the ship's net and the planet's net is known to be out of date until check stations or comm probes connect it back with the rest of the net at port.