Please remember that BattleScribe 2.0 is now available. Versions 1.15.xx and below are no longer supported. You can download version 2.0 from the downloads page. You will also be able to find downloads for version 1.15.xx there too, should you want to continue using it.
The following help documentation is for version 1.15.xx. The help documentation for version 2.00 can be found here.
A cataloge describes the army list of a race or faction in your game system. It contains all the models, units and upgrades available, as well as the conditions under which they may be chosen. In addition, the rules for units and their stat lines can be recorded so they show up in the view roster panel or when printed out. Catalogue data files go in in the catalogues folder under the BattleScribe installation folder, so that Roster Editor can find them.
One thing to note when creating catalogues is that BattleScribe aims to be as flexible as possible in order to accomodate any game system or army. This means that it is not specifically designed for any particular game system or army and therefore certain rules might not map exactly to how Catalogue Editor works. With a little "thinking outside the box" however, you should be able to model the intent of the rules for selecting your army.
The golden rule here is not to stop the user from selecting what they want. If you can't get a certain restriction to work as you want, it's better to leave it unrestricted. Users of your catalogue should own a copy of the relevent rules, and know about the restrictions in it. If you're unsure, give the user the option and let them decide if it's right or wrong to choose it.
If you get stuck, it's a good idea to look through some of the catalogues you already have to see how they work and get some inspiration. Head over to the BattleScribe subreddit if you have any questions. Creating catalogues can get quite complex, past the basics of putting together the available entries. Somone will always be happy to point you in the right direction.
The buttons on the toolbar accross the top give you the standard new/load/save options. When creating a new catalogue, you will need to select a game system from the ones you have installed, and specify a name. Usually, the name should include the edition of the rules the catalogue goes with, and the date the army list was published.
A note on terminology: Throughout this help documentation I will refer to elements as "parents" and "children". An element's "parent" is the one directly above it in the tree. An element's "child" is one that is directly below it in the tree. A parent can have any number of children, but a child has only one parent. For example, in the screenshot below, the "Incinerator" and "Psycannon" elements are the children of the "Special Weapons" element. Conversly, the "Special Weapons" element is the parent of both the "Incinerator" and the "Psycannon" elements.
The tree on the left hand side shows all the elements that make up your roster. The add button above it allows you to add new elements to the element currently selected in the tree. The remove button removes the currently selected element. In addition, right clicking on elements in the tree gives options to cut/copy/paste elements (great for sharing wargear options).
To edit any catalogue element, simply click on it in the tree. The panel on the right will display controls to change the properties of the selected element (depending on what kind of element you've selected).
An entry represents something you can choose for your roster: a unit, a model or an upgrade (eg. a weapon or piece of equipment). It can be restricted to allow it to only be chosen a certain number of times (by the parent, or in the entire roster), or cost a certain amount of points. Entries can contain child entries and entry groups, which represent the options the parent entry can choose from.
For example, your army list may have a "infantry squad" unit in the Troops category. The unit consists of between five and ten "soldier" models costing 5pts each. You would add an entry to the roster called "infantry squad", with "Troops" chosen from from the category drop-down, "unit" as it's type and 0pts. Under this, you would add a "soldier" entry, with minimum/maximum selections of 5/10, a "model" type and a cost of 5pts.
To continue the example, a "soldier" in the squad above may have the options to take an "armour" upgrade and a "grenades" upgrade, each for an addition points cost. These would be represented by child entries under the soldier entry, both with the "upgrade" type, minimum/maximum selections of 0/1 and appropriate points cost.
An entry group allows you to combine entries into a group from which the parent can select. The entry group can place overall restrictions on what can be selected from the group. The properties of the entries in the group are still respected however.
For example, a soldier in the infantry squad above may select up to two weapons from a list of available options. Each of the options can only be chosen once however. You would add an entry group to the soldier entry created above, perhaps called "weapons", with minimum/maximum selections of 0/2 ("may select up to two from a list"). To the entry group, you would add an entry for each of the possible weapon options, "rifle", "machinegun", "rubber chicken" etc. Each of these would have a minimum/maximum selections of 0/1 ("each can only be chosen once").
BattleScribe will now show an error if you choose more than two selections from the entry group, and also if you select any of the entries under it more than once. Note the child entries of the entry group can all have different minimum/maximum etc properties - they don't all have to be the same. You might be able to take two rubber chickens in the example above, but only one rifle or machinegun.
Entry groups are also good for grouping together the different possible models that make up a squad. For example if the infantry squad consists of between five and ten models, one of which can be a squad sergeant, you could use an entry group. The group (perhaps called "squad members") would have the 5/10 minimum/maximum set on it. Under this you could have a "squad sergeant" entry with minimum/maximum of 0/1, and the "soldier" entry with minimum/maximum selections of 0/-1. This way you could choose up to one sergeant, and the entry group will ensure you select the correct number of models for the squad.
Entries can contain rules and profiles. In addition, you can add rules to the catalogue itself, to represent army-wide rules. Profiles allow you to enter the stat line for an entry, and rules give you a place to record any game rules that apply to the entry or army. These are displayed when you print your roster, or click the "view roster" button in roster editor.
Entries and entry groups can have modifiers added to them. Modifiers cause the properties of the parent entry or entry group to change if certain conditions are met. This is used when the selection of a particular entry depends on the selection of another. A modifier is added to the entry or entry group it is to modify. This says what property to modify and how. Conditions are added to the modifier. The conditions describe under which circumstances the modifier is applied. For a modifier to be applied, all it's conditions must be met.
For example, perhaps you can choose a transport vehicle for an infantry squad only if it has ten or less soldiers. To achieve this, you would add modifiers to the transport's entry that set it's minimum and maximum selections to 0. You would then add a condition to the modifier saying "if infantry squad had greater than 10 selections of soldier". Now, once you have selected 11 or more soldiers, the transport's maximum and minimum selections would be changed to 0 indicating that it cannot be selected, and showing an error if it is.
Modifiers can also be repeating. This means the modification they make to their parent happens multiple times, based on how many of another entry are selected. For example, perhaps the squad can take one heavy weapon for every five squad members. A repeating modifier would allow you to increment the maximum selections of the heavy weapon by one for every five squad members that are selected. A repeating modifier is still only applied if all it's conditions are met.
Finally, conditions can be grouped together using condition groups. A condition group has one of two types: "and" or "or". An "and" condition group is met if all of it's conditions are met. An "or" condition group is met if any of it's conditions are met. Condition groups can also contain further condition groups, so you can create modifiers that are applied under quite complex circumstances.
Editing a modifier:
Editing a condition: