(Battlescribe-only) Behaviour for unit-scope upgrades:
Age of Sigmar: import a list
Age of Sigmar 4.0 only. Paste your army list below and get a code, no .rosz needed. Most list formats are supported (Sigdex, the official Warhammer app, NewRecruit and more), powered by Sigdex.
Paste this code into the Yellowscribe Extended TTS mod. Valid for about 10 minutes.
💙 Huge thanks to Sigdex for powering Age of Sigmar list imports. Please go check them out at sigdex.io!
For feedback or bug reports, find @Sternab on the TTS Miniature Wargames Discord.
About this site
Yellowscribe Extended is a web app that converts a Horus Heresy 3rd Edition or Age of Sigmar 4.0 army list (a .rosz exported from NewRecruit) into a code you paste into the Yellow Machine in the Yellowscribe Extended TTS mod to spawn every model with the right statlines, weapons, abilities, and scripting attached.
Both Horus Heresy 3rd Edition and Age of Sigmar 4.0 are supported here. For 40K or other systems, use the original Yellowscribe project. This fork is not affiliated with it.
Recent additions
- Age of Sigmar 4.0 support. AoS armies are now parsed and spawned, with the Move / Save / Control / Health statline, ward saves, warscroll weapons and abilities, manifestations, and keywords shown on the data card and the model hover.
- Shared unit damage counter for AoS. Scripting keys 2 and 3 raise and lower a single damage number for the whole unit at once, counting up from 0, since AoS tracks damage on the unit rather than per model. It stays green until the unit takes damage, then turns red.
- HH3 facing X-cross on scripting key 8. Pressing 8 cycles a model's base shape round → rectangular → X-cross. In X-cross mode, two corner-to-corner diagonals extend well beyond the base, dividing the model into the four HH3 facing arcs (front, left side, right side, rear) so you can read armour facing at a glance during shooting.
- Titan damage tracker on scripting key 9. Press 9 while hovering a titan (Warhound, Reaver, Warlord, etc.) to open a draggable panel with + / − buttons for each location (Head / Carapace / Arms / Legs) and live HP totals. Every change broadcasts to the table and updates the model's hover description in place. Silent no-op if you press 9 over a non-titan model.
- Void shields on keys 2 and 3. For titans, scripting keys 2 and 3 (which would normally remove / restore a wound) instead remove / restore one Void Shield. The current count shows in the hover description as "Void Shields: N / max" and updates with every press. Non-titan models are unaffected - keys 2 and 3 still adjust wounds as before.
- Titan stat parsing. All four location profiles (Titan Head / Carapace / Arms / Legs) are now extracted from the .rosz with HP, Primary Armour, and Exposed Armour values, plus the Titan Void Shield Array (N) count for the shield pool.
- Knight stat parsing with the HH3 hybrid melee + HP statline (M / WS / BS / S / I / A / HP / Front / Rear).
- Measure Movement enabled by default on every model the Yellow Machine spawns, so the TTS movement ruler is on out of the box without needing to right-click each model individually.
- Critical Hits and Rending integrated into the dice rollers on the HH3 TTS mod's dice tables, with cycling thresholds (2+ / 3+ / 4+ / 5+ / 6+) that sync across both players' tables.
- Wargear propagation for unit-level upgrades like Nuncio-Vox and Vexilla - they now apply to every model in the unit rather than just the model that "carries" them in the roster.
- Weapon-count fix for entries like "X heavy bolters and Y autocannon" on a single upgrade option (e.g. Kratos heavy weapon sponsons) - the parser now correctly counts how many of each, rather than treating the whole string as one weapon.
Carried over from the original tool
- A draggable datasheet card per unit with the full statline and abilities
- Wounds editable with colour-coded feedback as damage mounts
- Editable unit names before submitting a roster, and reassignable wargear
- Coherency check toggle in the right-click menu
- Measuring rings in multiple colours per model (highlight + ring combination)
The original Yellowscribe was created by Yellow Man, migrated by ThePants999, and is itself a rewrite of the original Battlescribe to TTS mod. All credit for the original tool, and the code for drawing measuring circles around models, goes to those authors and to thehivemind5.
For questions, find @Sternab on the TTS Miniature Wargames Discord.
This website is used with the Yellowscribe Extended TTS mod. Steps to get your army into TTS:
- Build your Horus Heresy 3rd Edition or Age of Sigmar 4.0 army list in NewRecruit and export it as a .rosz file.
- Upload the .rosz file here using "Upload" in the menu bar to the left. The uploaded roster will be stored for about 10 minutes after you finish editing it.
- Check that the roster looks right. You can rename any unit by clicking its name (or the pencil icon next to it). There are also a few settings in the menu bar. When ready, click Submit at the bottom of the roster list.
- Copy the code you're given on this site and paste it into the box on the Yellow Machine in the Yellowscribe Extended TTS mod.
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Choose the physical models you want to use for each model card in each unit.
NOTE: you can assign a model to multiple different model cards at once by selecting multiple model cards before picking up a model. - Click "Create Army" and enjoy! For more information on the in-game scripting, see the "Scripting" section on this page.
Age of Sigmar: import a list (no .rosz needed)
For Age of Sigmar 4.0 you can skip NewRecruit and the .rosz entirely. On the "Upload" page, paste your army list into the "Age of Sigmar: import a list" box and click "Get code". Most list formats are supported (Sigdex, the official Warhammer app, NewRecruit and more), powered by Sigdex. Then paste the code into the Yellow Machine in TTS, the same as step 4 above. If your list has any legality issues they are shown beneath the code, but the code still works.
Age of Sigmar: in-game tools (right-click a model)
Once your Age of Sigmar army is on the table, right-click any model in a unit for these options (they work from any model in the unit):
- Open Auras Panel: the one-stop aura panel. Toggle measuring auras (0.5" up to 30") on and off around the model, each in its own colour; hit Rename to flip the rows into name fields and label any aura (for example, name the 9" aura Locus of Fury, and it shows as Locus of Fury - 9" on the table for all players); and use Sizes: ON / OFF to show or hide floating size numbers on each active aura. (Aura sizes can also be stepped with the 9 and 0 keys while hovering.)
- Damage Counter: toggles a floating wound counter above the model (per model), so you can track damage without opening the tooltip.
- Damage +5 / Damage -5: add or remove 5 wounds at once. The menu stays open so you can click repeatedly, useful for big hits.
- Army Rules: opens a card with your army-wide rules (battle traits, battle formation, spell / prayer / manifestation lores, battle tactic cards, Regiments of Renown). Blades of Khorne also get an interactive Blood Tithe tracker that is shared across all players.
Other handy keys while hovering a model: 9 and 0 step a measuring aura up and down through the sizes (a quick alternative to the Auras Panel), 8 toggles this unit's coherency range between 0.5" and 2" (for the units that use 2"), and 4 / 5 draw a manual measuring ring while 6 / 7 change the base size.
Editing Your Roster
There are a few ways to edit the models and units in your roster:
- You can set a custom name for the unit. This will apply the custom name given to the model in a unit if it is a single-model unit (eg a character or vehicle), or to every model in the unit if the appropriate setting is selected in the settings menu.
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You can assign or unassign weapons to models in the unit if they have unassigned weapons. PLEASE NOTE: not all units have unassigned weapons. This only happens when Yellowscribe can't tell which model or models should have a given weapon from the roster data (this can happen for a variety of reasons).
To assign a weapon to a model group, there will be some buttons in the "Unassigned Weapons" section on that model group. There can be up to three buttons that show up (depending on the number of models in the group):
- a button with the name of the weapon. This assigns the weapon to a single model in the group
- an "All" button. This assigns the weapon to every model in the group
- a "Unit" button. This assigns the weapon to every model in the unit
- There are several options in the settings menu that should be self-explanatory.
Associating Models
To Associate a model with a model card, simply click on the model card (or model cards) with which you want to associate the model (or models).
You can assign a model (or models) to multiple model cards by selecting multiple model cards before picking up any models; the subsequent model or models you pick up will be assigned to all the selected model cards at once.
You can assign multiple models to a model card (or cards) by picking up multiple models at once. When you assign multiple models to a model card, it will randomly select which model to use for each model in that model group from the assigned models.
Scripting
Each unit spawned by this tool has a set of scripting actions attached. The sections below describe what each scripting button does. The numbering refers to the scripting button number, not necessarily a particular key (that depends on your keybindings). To see or change your scripting keybindings, open the Configuration menu in TTS, go to Controls, and scroll down to the Scripting Button section.
Scripting Button 1
Shows the full data sheet for the unit.
You can highlight units with the colour buttons along the bottom edge of the data sheet. To remove a highlight, click the grey button at the end of the row.
When a unit is highlighted, any measuring circles added to it (see buttons 4 and 5 below) appear in the highlight colour and do not overwrite previous measuring circles in other colours, so a model can carry multiple measuring circles at once.
Scripting Button 2 or 3
Normal models: Removes (2) or adds (3) a wound to the model you are hovering over.
- Wound counts are colour-coded: green when fully healthy, red when nearly dead, yellow in between.
- If the model has characteristics that change based on remaining wounds, its description updates to reflect the current values.
Age of Sigmar: Keys 2 (down) and 3 (up) move a single shared damage counter for the whole unit, counting up from 0 as the unit takes damage. The same number shows on every model in the unit, so a press on any one model updates them all, and it turns red once the unit has taken any damage.
Titans: Keys 2 and 3 instead remove / restore one Void Shield. The hover description reads "Void Shields: N / max" and updates in place with every press; the change is broadcast to the table so opponents see it too. Wounds aren't tracked separately for titans - per-location HP is on key 9 (see below).
Scripting Button 4 or 5
Expands (4) or shrinks (5) a measuring circle around the model you are hovering over. A model can carry multiple measuring rings at once. When a unit is highlighted, a new ring is drawn in the highlight colour without removing rings in other colours (or in pink for rings drawn without a highlight active).
Scripting Button 6 and 7
Switch which base size the model is treated as. The base outline and any measuring ring redraw to match.
Scripting Button 8
Cycles the model's base-shape display through three states:
- Round (default) - measuring ring follows the assigned base shape as an oval / circle.
- Rectangular - measuring ring is drawn as a rounded-rectangle bounding the base.
- HH3 facing X-cross - the rectangular base outline plus two corner-to-corner diagonals that extend well past the base, dividing the model into the four HH3 facing arcs (front / left side / right side / rear). The diagonals rotate with the model, so the front arc always tracks the model's forward direction. Use this when you need to read which armour facing a shot is hitting.
Press 8 again to advance to the next state, and a fourth press returns to round.
Age of Sigmar: AoS units are always on round bases, so key 8 does something more useful there: it toggles the unit's coherency range between 0.5" (the default) and 2", for the units that need the wider spacing. The coherency highlight updates immediately if a check is running.
Scripting Button 9
Opens (or closes) the Titan Damage Tracker panel for the titan you are hovering over. The panel is draggable and per-player, so each side can have their own view open at the same time without interfering.
Each row corresponds to one of the titan's location profiles - Head, Carapace, Arms, Legs -
with the current HP and max HP next to + / − buttons to restore or remove HP.
Values are clamped to [0, max], and every change is broadcast to the table and
mirrored into the model's hover description ("Head: N / max", etc.) so a glance at the model
shows live state without needing the panel open.
Pool state is saved per-model - reloading a save file mid-game preserves any HP you've already removed.
Pressing 9 over a non-titan model does nothing (silent no-op). Void Shields are intentionally not in the panel - they're on keys 2 and 3 for fast access during shooting.
Age of Sigmar: keys 9 and 0 instead cycle a measuring aura's size on the hovered model - 9 steps up through the sizes, 0 steps down (and round to off). It is a quick way to eyeball a range without opening the Auras Panel, which (along with aura labelling) lives on the right-click menu for Age of Sigmar units.
Right-click Menu
Toggle Coherency check
Turns coherency checking on for the unit until toggled off again.
While checking coherency, models that are out of coherency with the rest of the unit are
highlighted red. If all models are in coherency, they are highlighted green. If the unit
splits into multiple sub-groups that are each internally in coherency but not with each
other, every such group is highlighted yellow.
Face-down models are ignored for coherency. Coherency checking automatically adjusts
for units of 6 or more models (requiring two models in coherency per model) and handles
vertical coherency for stacked terrain reasonably well, though vertical checks are not
guaranteed to be precise.
Coherency for oval bases is approximate.
Ran into a problem?
For issues with this fork, please reach out to @Sternab on the TTS Miniature Wargames Discord. When reporting an issue, include the .rosz file that triggered it - without it, reproducing the bug is much harder.
For questions about the original Yellowscribe (not this fork), the upstream support server is run by the original maintainers.
Code
Sources for this fork live at github.com/Sternab/YellowScribe-HH. The upstream Yellowscribe project is at github.com/ThePants999/Yellowscribe. Pull requests are welcome - feel free to ping @Sternab on Discord first.