
Deep Space Description
On the very edge of Kelenfold system space is a jump point. Humongous jumpships appear and practically vanish from jump points at regular intervals. This point won't be any different, different jumpships coming and going from it multiple times a month. Smaller vessels, such as dropships, attach themselves to jumpships (usually for a high fee) to jump to other nearby jump points in other systems. Sometimes they are taken on multiple jumps to travel multiple systems. Jump ships are highly valuable and technologically complex, which means nobody wants to attack them as they're incredibly difficult and expensive to replace. The damage to trade and internal supply would be immense should one be damaged. Also, the risk of a communication before destruction or takeover that would stop any other jump ship ever transporting you is a scary prospect too. They are therefore considered to be very safe locations. A jumpship takes time to charge in between jumps.

Angel's Descent Locations
The Angel's Descent is an Overlord Class dropship. It can carry just over a battalion of mechs and vehicles, as well as up to a squadron of aerospace fighters. As a spheroid dropship, it has decks parallel with the direction of thrust so that the ship can have a constant acceleration which creates an artificial gravity. It has none when docked with a jumpship...
Bridge
Sits at the very top of the dropship. Off limits to nearly all non-dropship crew. You aren't allowed here. Ask for a meeting elsewhere or it had better be an emergency...
Briefing Room
A small lecture theatre used for briefings, capable of fitting about 60. It is in the middle of the dropship. There is tiered seating, a speaker system and wall mounted screens. The audio can be a bit iffy sometimes. The fold out chairs were all refurbished before Kelenfold so they're actually fairly clean and comfortable.
Cafeteria and Hospitality Rooms
There is a large cafeteria in the middle decks with an attached kitchen. Rows of bench type seating on each side of multiple tables provide ample space to eat. There are a few tables on the far side of the room with more privacy that are ideal for quiet conversations. These are often taken by ranking Angels. Just opposite the cafeteria are the hospitality rooms. These include a break room, library, small meeting room and prayer room. The break room has a few old sofas, plenty of chairs and a big screen for movie nights. The library is small and doubles as a computer room. It has a few desks. It and the prayer room are, due to their central location, two of the quietest rooms on the ship. The meeting room is very spartan, but it often gets used for card and board games by non-officers. Finally, there is a tiny bar built into a corner of the cafeteria that is opened for two hours on most evenings for those who are strictly off duty.
Bunks
There are various quarters on the ship. Everyone just calls these bunks. The only guarantee anyone gets is a bed, a locker and a cabinet. Many lower ranked crew have to share quarters. Often this will be in the form of a room with bunk beds. Others, including all the mechwarriors, enjoy having a private room each, which is quite the privilege on a dropship. However, these are nearly all very compact. The higher your rank the more small boons you can secure, such as a good working monitor, a porthole to look at the stars, a room with better heating, etc. Officers' quarters are a little larger and better still, including the luxury of a seating space or desk, extra storage and a double bed as standard.
Officers' Lounge
Restricted to those Rank 2.5 and up, which does include senior NCOs, is the Officers' Lounge. This is more like a club room to the Angels' senior members. The lounge is moderately sized but comfortable, with an antique retro look owing to the mahogany furniture, landscape paintings and early American styled bar. Yes, the Officers have their own well stocked bar and it is very much help yourself. Officers are trusted to not drink when on duty. The real draw of the room is the antique pull out gaming table with multiple layers, including for cards, roulette and checkers or chess. There is a notice board with some additional information for officers. The Lounge is locked behind a keypad, the number of which only officers are informed of. It changes every month.
Hangars and Storage
Much of the lower decks is devoted to hangar space for the mechs and vehicles being carried by the Angels' Descent. Walkways and moving gantries along with various machinery and a workshop all allow for everything to be kept in good working order. The main hangars are incredibly large and often very busy during an operation. When traveling they tend to be the opposite, with much of the equipment mothballed until closer to the destination. All around the hangars there are storage rooms of all sizes. There store spare ammunition and armour, spare parts and weapons, food and medical supplies and so on. The further from the hangar the less important it is to technical maintenance. One of the larger storage rooms is relatively empty and tends to get used for larger gatherings and ceremonies. All of them tend to be locked when not in use.
Armoury and Practice Range
Above the hangars and near some of the storage rooms, and below security, is the armoury. All man-portable weapons are stored here when not in use or moved to a more central location during deployments. The quartermaster is chiefly responsible for this important room. He also controls access to the ship's modest practice range. A single long-ish tight room with two shooting posts allows everyone to hone their skills. However, all bullets must be purchased first.
Engineering and Engines
At the base of the dropship and just like the bridge. Off limits to nearly all non-dropship crew. You aren't allowed here. It is considered even more critical than the bridge and there is no reason for meetings to take place here. Guards will ask you to leave.
Simulators and Gym
On the same deck as the cafeteria are the simulators and gym. In between the two rooms housing these are changing rooms, male and female, with a few benches, locker stacks and showers each. The simulator room is only really used by mechwarriors and aerospace pilots. It is full of a dozen bulky pods that you can sit in, each of which can simulate many environments and the controls of a vehicle. There is also a computer system and data racks set up, all of which can process more complex scenarios as well as running enemy forces with a limited AI. Currently, only nine of the pods are working. The gym is surprisingly spacious. This is due to the importance of keeping fit and healthy during long interstellar journeys, where long term changes in gravity can detrimental. There are running and rowing machines, weights and various other pieces of exercise equipment and mats. Sadly there is no steam room.
Security, Communications and Medical
Each of these areas and their rooms are available one after the other down one of the wider hallways. Security plays home to the ship's security crew. There are screens connected to cameras monitoring the more sensitive areas of the ship, as well as brig space for up to three detainees. Communications is a crew only room whose computer systems either run or maintain all the comms equipment across the ship. Medical has a consultation room, surgery, medical storage and a small ward.
Administration Offices
The offices are near the top of the ship and the bridge. Entirely practical and very small, only the CO's private office could be considered cosy instead of cramped. There is, at least, a decent coffee machine and some vending machines in the break room come kitchenette.