Paratroopers can add extra surprises to miniature wargames. Here is a copy of my paratrooper rules for WWII airborne drops:
Paratroopers and equipment are divided as follows, infantry squads, crew served weapons, crews, crew served weapon ammunition, radios, vehicles, commanders, and forward observers. Each of these elements drops separately, one at a time. Mark each unit on a one inch diameter piece of paper. This is the "parachute" for that unit. The paratroopers pick a drop zone from which the parachutes are dropped, from three feet high. Put the units in your hand and drop them.
The drop zone location may be adjusted when conditions are not ideal. Perfect conditions are: low altitude approach, with Pathfinders on the DZ, with no AAA fire and no wind. Paratroops dropping in rough terrain, forests, urban, etc., must roll for casualties. There is a 30% chance of being killed. Troops dropping in shallow water, swamps, creeks etc. have a 50% chance of being killed. Troops dropping in deep water, streams, rivers, oceans, etc. have a 90% chance of being killed.
0 mph no change
10 mph 10% casualities
20 mm 20% casualities
30 mph 30% casualities
40 mph no jumping
Paratroop crew served weapons are not used until the crew, the ammunition, and weapon are in the same location.
Defenders fire at paratroops
Paratroops casualties are removed
Surviving paratroops fire at defenders
Defenders casualties are removed
Defenders move up to five inches
Melees are resolved
Pathfinders land like aircrews but are armed with any weapon that is not crew served. It takes one Pathfinder to illuminate the drop zone for every platoon of paratroopers or vehicles. Pathfinders are only good for one platoon of troops because they expend their smoke grenades or flares to illuminate the drop zone.