Parachute and glider stands roll to arrive, scatter by condition-keyed dice, then resolve landing-terrain and occupied-site hazards.
How it works
Drop and landing zones are secretly plotted in clear terrain. For each stand, roll 1D20 (modified by night, wind, AA, aircraft type) and remove it on 20+. A cohesion roll then decides scatter: 1D8 for direction and a distance die set by jump conditions (1D8/2 'On Target' up to 4D6 'Hot Combat Jump'; glider tables up to 2D8+4 'SNAFU'). Landing terrain is then checked with another cohesion roll, and landing on an enemy may trigger a close assault. Gliders also roll forward 1" at a time, and lost paratroop HQs take 1D8/2 turns to replace.
Paratrooper stands of a landing group must determine “if they arrive,” “where” they land, and then “how safely” they land.
