
Bandits, Brigands, Rogues, and Rangers celebrate!
In 2017, Ireland Based Cubicle 7 was awarded the rights by Games Workshop to produce the fourth edition of a beloved tabletop roleplaying game (TTRPG), Warhammer Fantasy Roleplay (WFRP). Initially launched in 2018, WFRP is still going strong entering it’s seventh year, with continued releases of new material breathing more life and depth into this cherished TTRPG.
Having never played first nor second editions, I don’t have the comparison that some grognards do. However, I have a strong love of Warhammer as an IP, and WFRP quickly took over my shelf as the main game I wanted to GM. The constant release schedule from Cubicle 7 is something to credit, and though it is a year later than originally announced, Deft Steps Light Fingers (DSLF) adds some great depth to this game that is aging like fine Tilean wine. GMs and players alike will find a wealth of resources in this guide with 10 new careers, guidelines for crime and bounties, tips and events for improved travel scenes (something I desperately need to be better at as a GM), details on the gods Ranald and Taal, and, of course, the lore and history we expect Cubicle 7 to fit into these releases.
Smiling Ranald, the God of Tricksters, Night Prowler, Deceiver. Whatever you may call him, Ranald has a special place in the hearts of rogues, scoundrels, gamblers, and many heroes of the Warhammer tales of old. While he is the god of thieves, and therefore open worship in the Empire is risky, DSLF adds four new careers based on Ranaldan worship – The Thief-Priest, The Gambler-Priest, the Trickster-Priest, and the Liberator-Priest. With details, tips, and miracles for each of these four priest careers players now have the tools needed to not only say they praise Ranald but to actually reflect it.
Personally, my favorite aspect here is the Gambler-Priest. Everything about this career reminds me of my favorite character from Star Wars – Han Solo. However, the similarities only run so far as these particular priests view all wagers as sacred acts to Ranald, but like Han they are against primarily the “wrong kind” of cheating .


The guts of this tome, the true meat and the sections most aligned with this title’s namesake, are 58 pages spread across four of the seven sections that focus on the criminal elements of a WFRP game. This is a unique supplement to the game in that the focus is so heavily on crime and criminal elements, but it absolutely empowers players and GMs to create more of the loveable scoundrels as players and NPCs.
For Players, there is detailed information on committing crime through the Pickpocket and Forger careers, increased details for graverobbing – and the risks they run from both the undead and Morr’s faithful – and income complications for many existing and new careers that allow the player the chance of a higher financial reward, though the risks are equally increased.
While Section III “Criminal Contacts”, IV “Organized Crime”, and VI “Laws, Outlaws, and Bounty Hunters” all have functionality for the players, they are also full of great information for GMs. Particularly, Section VI “Laws, Outlaws, and Bounty Hunters” has a wealth of insight for Warhammer GMs including: who makes the law; who enforces the law (and random tables for watch reactions); what happens when caught breaking the law (by status); courts; and both being jailed…and attempting to escape. With a breakdown of not only who makes the law, but also where their power lies, GMs are empowered to create telling stories that can highlight the power dynamics within this universe for their players – an item that is refreshing and needed for GMs who may be newer to Warhammer and it’s grimdark/humor trope laced gameplay. Players should pray that their actions do not have Brunner the Bounty Hunter seeking them, and his inclusion has me hoping that Cubicle 7 continues to add more of the big figures from the Warhammer universe into future supplements – Teclis, Gotrek, Felix, Mathis Thulman all would be welcome additions for GMs to add as cameos in their campaigns.

Outside of the offerings of a life of crime, this supplement also includes rules for one of the Old Gods, Taal. A god of the older pantheon that predates Sigmar’s ascension, Taal is the husband to Rhya, the brother to Ulric, and the father of Manaan. To see an entire section on the Cult of Taal makes my druid loving self happy, as he is the key God of Worship for an entire Empire province- Talabheim. DSLF includes some notes on the different Orders of Taal, a smattering of history, and a new career for the Ranger-Priest of Taal career (plus associated miracles) – all needed additions to further flesh out the Warhammer pantheon and priest career options.
In addition to the information on Taal, DSLF has a great section for GMs who either don’t love to plan travel segments or need help making them more impactful (looking at myself, here). Section VII “Pathfinding” helps with tips for setting travel stages based on the distance your party must travel, something I intend to implement our upcoming playthrough of The Enemy Within. I also love that C7 included tables for different travel events based on the biome traveling through – for the GM surprised by players who decide to take the campaign by the horns and go to a region that is absolutely not in the original plan, having specific random tables for travel events into an area that may not have been pre-prepared could be a difference maker.
Closing out this supplement is a set of rules for hunting in Warhammer, including updates for skins, animals, and hunting companions. Including details on the typical Hunting Lodge, GMs have more resources and backing to create games set in these “wilderness” retreats – or, more aptly, the home away from home for nobility. The final section also includes both the Gamekeeper and Poacher Careers, and I now have a vision of a game where a few of our players are poachers encroaching on a lodge guarded by a Gamekeeper…
Deft Steps Light Fingers, a highly desired supplement teased a year in advance, receives an 8.8/10 score. While not a necessary supplement, there are too many beneficial items here for it to be anything less than recommended for experienced groups, players seeking more options for loveable scoundrels, and those wishing to commit to a god other than Sigmar.
Reviewed by our GM Brad.
Thank you to Cubicle 7 for providing this supplement for review.
Pick up your copy from Cubicle 7 here.