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Tabletop Game / Secrets of the Third Reich

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Secrets of the Third Reich (2008) is a miniature Wargame created by Grindhouse and Westwind Productions. The setting is an alternate timeline WW2, where the war didn't end in 1945 but instead continued on until 1949, with tons of historical events changed along the way. The game is primarily a platoon sized skirmish game, but scales well to larger battles. Miniatures are in 28mm scale and standard 6 sided die are used. The available armies are The United States, Germany, Soviet Union and Great Britain.

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Incursion is set in the same universe with the allied forces making their way through Nazi Labs beneath the Rock of Gibraltar to stop a Doomsday Device.

This tabletop wargame provides examples of:

  • Action Bomb: Zombies strapped with explosive ordanance.
  • All Myths Are True: Secrets of the Third Reich has in addition to WWII Super Science a large array of references to various mythologies and folk tales from all the involved factions, including Werewolves, Urzine, Koschei the Deathless, Vampires and even small nudges to things like King Arthur and The Spear of Destiny.
  • Brain in a Jar: The SWD's Projeckt Drohne pretty much turns debilitated German Soldiers into this.
  • Captain Patriotic: Elizabeth "Libby" Ryan, Codename Liberty, is in many ways a Distaff Counterpart of Captain America.
    • Arguably, ANYONE put under the United States Sentinel of Freedom program becomes this.
  • Cyborg: The British special character Black Jack, who after a botched Sentinel treatment he had to be rebuilt as a cyborg, using technology recovered from the same crashed alien vessel the super steroid was research out of.
  • Gasmask Mooks: Chemical warfare is common, which makes gasmasks a necessity for all armies. Especially considering the fact that a certain gas kills you and turns you into a flesheating zombie.
  • Ghostapo: In the form of the SWD, the Ministry of Special Weapons Development. Direct decendants of the Thule Society.
    • Also, MI-13 and Temple (to an extent) can be considered a Good Guy version of this, given their interest in Paranormal Individuals and Super Science (the difference between the two being how such individuals are used)
  • End of an Age: In the introductory page of the rulebook, the state of the world is referred to as this.
  • Humongous Mecha: All armies provide their own examples of these. Mainly display a western style, being much like large and clunky bipedal tanks. There are even rules to device your own custom powered armor or mech.
  • Invisibility Cloak: The American Chameleon snipers are equipped with these.
  • Mini-Mecha: The British RAT ought to qualify as one of these:
    • As well as the German Wolverine.
  • Military Mash Up Machine: Bound to happen with the Custom Vehicle Design Rules.
  • Nazi Zombies: An available unit for the Nazis. Look down on "Our Zombies Are Different" for details.
  • No Plans, No Prototype, No Backup: Seems to be the case with the American atomic weapons program after a raid against the main research facility causing the death of key staff members and a loss of important data. After the raid they were left with only 3 functioning atomic bombs.
  • Our Vampires Are Different: The German army has Vampires under their command. They mostly behave like classic vampires.
  • Our Werewolves Are Different: The German army has Werewovles under their command. Mostly behaves like a classic werewolves but can be killed by any kind of weaponry and not just with silver. They also have access to human/werewolf hybrids (Wolfrunners). Notable is that some werewolves are in fact not wolves at all but dogs such as Alsatians, Bulldogs and Dobermans.
  • Our Zombies Are Different: In that they can be controlled. Germany has a technological way of controlling them which pretty much amounts to radio controlling the zombie of an officer, who zombified soldiers will follow out of habit. The Soviet zombies on the other hand is driven solely by patriotism and will keep fighting the enemy even after death.
  • Powered Armor: All armies provide their own examples of these. There are even rules to device your own custom powered armor or mech.
  • Playing with Fire: The British special character Ash, who has pyrokinetic powers.
  • Psychic Powers: The British special character Dr.Lazarus, capable of precognition and healing. Also has the option of bringing his pet vampire Maxwell into battle.
  • Soviet Super Science: You have to give them something to counter the Stupid Jetpack Hitler.
  • Spider Tank: The Soviet army has one of these.
  • Stupid Jetpack Hitler: Naturally, the German army has powered armor, mechs and a wide variety of other futuristic weapons at their disposal, including jetpacks of course. The other nations don't lag behind though and provide plenty of futuristic weaponry themselves.
  • Super Smoke: Vampires can transform into mist form.
  • Super-Soldier: Most noteworthy are the American Sentinels, who are injected with super steroid called the "Roswell Cocktail" (The formula was researched from recovered alien technology) to give them superhuman strength and toughness. Also the Soviet Siberian sub-humans.
  • War Is Hell: Very much depicted this way.
  • We Have Reserves: The Soviets have a special rule that allows them to fire into close combat, regardless of friendly fire. Soviet commisars are also fond of making an example of incompetent officers and anyone foolish enough to flee.
  • Weird Historical War: As you can read everywhere else on this page, this game falls straight into this.
  • Zee Rust: Most of the advanced technology in the game has this feel to it.
  • Zombie Apocalypse: At least a localized one in mainland Europe, as a result of Germany's use of their zombifiying V-gas (Vergeltungswaffe 4).