Age of Sigmar/Tactics/Edition 1.0/Seraphon
Your Lizardmen, who are acting as Order Daemons in the Age of Sigmar setting to get to pop up behind enemy lines.
Lizardmen summary
Now a Slann can summon every other unit when he wants. Yes.
Lizardmen Warscrolls
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.
This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory. Take everything with a pinch of salt.
Named Heroes
Lord Kroak: He doesn't have an exact number of wounds: during Battleshock phase, you roll a dice, add the amount of wounds he suffered in the turn and if it's higher than his Bravery it's dead, otherwise he's in full health. He's the only wizard with two exclusive spells: one allows him to inflict d3 (d6 on Chaos Daemons) mortal wounds on every enemy unit in a 3d6" range and can be used three times in a turn (with a +1 on the casting value on each successive usage), the other inflicts d3 mortal wounds on d3 (d6 if you rolled 10+ when casting) units of your choice. He also can give you up to 3 rerolls in each turn.
Kroq-Gar: He wounds on 2+ against Chaos Daemons in Shooting Phase, gives two extra attacks to a second Saurus hero in a 20" range, and now Grymloq haves Blood Frenzy like regular Carnosaurs, albeit his bite hits on a 4+ rather than on the usual 3+.
Chakax: He now gives an extra attack to every Temple Guard nearby, can do lookouts on a Slann... and nothing else.
Gor-Rok: Well... He deals a total of 7 attacks usually. If he rolls a 6 to hit, that attack becomes d3 attacks. And then, a 6 to wound deals d3 wounds with that single attack. Also, he can choose an enemy unit and allow every Saurus to reroll against that unit until your next turn. And his shield blocks every Rend up to -3.
Tehenhauin: A 6 to hit is a mortal wound. Every Skink in a 18" range can reroll any 1 to hit. He also haves the Priestly Rites ability from regular Skink Priests, something that Tetto'Eko amusingly lacks.
Tetto'Eko: He is now the only non-Slann wizard our blue pals have, with his unique spell allowing him to give either +1 or -1 to every roll from a nearby unit. His other ability haves both players to choose a random number between 1 and 6: if the two players choose different numbers you get a number of rerolls equal to the number you chose, but if you and your opponent chose the same one he gets the rerolls.
Oxyotl: If he did nothing in the movement phase, he will wound on a 2+ on the subsequent shooting phase. But the real deal is that now Chameleon Skinks, instead of moving regularly, can just vanish during Hero Phase and reappear on a random spot during Movement Phase.
Saurus units
Slann: Not technically a Saurus, but we couldn't find another place to insert him. Can cast and unbind 3 spells per turn, allows every fellow 'Zard in a 10" range to fly and reroll saves in Shooting Phase, can move constellations allowing either to reroll 1 to hit, add 1 to every spell casting or add 1 on run and charge: you can change the constellation before casting spells in your Hero Phase on a 4+, but a 1 on that roll will negate spells for that turn. His exclusive spell makes every Daemon on the field roll their Battleshock phases on 2d6, keeping the highest if it's a Chaos Daemon or the lowest if it's a Celestial Daemon (read: a Seraphon/Lizardman/whatever). He can also summon any non-Slann unit in the Warscrolls, and now can cast through any Skink hero and Troglodons rather than only through Priests.
Saurus Oldblood: Either on foot or on a Cold One. On foot he allows every Saurus in a 5" range to reroll 1 to wound and allows every unit in a 10" range to rearrange themselves, while on the Cold One can get tons of extra attacks with some rolls (3 attacks, after that on a 4+ you can get 3 more attacks, and 3 more after that on a 6+) while allowing rerolls on 1 to charge and hit to every Saurus in a 8" range and giving an extra attack to Cold One Cavalries in the same range.
Scar-Veteran: Can either get a Battle Standard or a Carnosaur. Battle Standard allows any Seraphon in a 10" range to reroll failed to hit and also gives +1 to casting spells and +8" to spell ranges, while the Carnosaur allows any Saurus unit in a 15" range to get extra attacks for each 6 to hit. The Carnosaur itself is filled with interesting abilities: his bite attacks will hit automatically if he targets a monster he already wounded successfully with both his claw attacks in the same turn, if his bite attacks kills an enemy model he can run and charge in the same turn for the remainder of the game and can make d3 more models escape from an enemy unit in a 8" range in Battleshock Phase.
Saurus Warriors: Get +1 to hit if the unit haves 20+ models, and everyone gets an extra attack when they're 30+. Nice.
Temple Guards: Nice to guard any hero, giving him +2 Bravery and +1 Save.
Saurus Cavalry: If armed with spears, a 6 to hit inflicts a mortal wound along with the eventual regular wound.
Skink units
Skink Priest: Allows a unit in a 8" range to reroll charge, run and saves if he rolls a 4+ first. Can either get Priestly Tappings (allowing the aforemented ability to be used on every unit in the range) or a Cloak of Feathers (+1 save, +6" Move and can fly).
Engine of the Gods: Replaces everything we said about the Priest from above with a table: you roll a number of d6 that depends on how many wounds he still haves (3 usually, 2 if he suffered 5+ wounds, 1 if he haves only one wound: a Slann in a range of 10" allows to throw an extra dice and discard one of them) and you can either damage yourself, heal yourself, damage a single unit, damage many units, summon any unit from the Seraphon Warscrolls, Slann included, and even force the opponent to skip a turn.
Skink Chief: He gets a single reroll in each phase while giving +1 on to hit rolls to a Skink unit in a 10" range.
Skinks: They get a +1 to hit in Shooting Phase if the unit haves 20+ models that becomes a +2 if they're 30+, and can retreat when charged.
Chameleon Skinks: As said before with Oxyotl, they can warp instead of moving. Also, scenery gives them +3 to their saves, and attacks in Shooting Phase deal 2 wounds (3 on Chaos Daemons) if you scored a 6 to hit.
Terradon Riders: First flying cavalry. They drop boulders on units they passed through in Movement Phase, Sunleech Bolas makes every scored hit into d6 attacks, can reroll hit and wound (but by doing so they're considered not flying until next turn) and the champion can get a sword that rerolls failed wounds anyway.
Ripperdactyl Riders: The other one. They have the same gliding ability as Terradons, but also the beak attacks get other free attacks for each successful hit. Also the Blot Toad is still here.
Skink Handlers: Yes, hunting packs are now split in the Skink part and the beast one. They inflict automatic wounds if they rolled a 6 to hit.
Salamanders: Fire stream deals d6 wounds + other d3 mortal wounds if they roll a 4+ at the end of the Shooting Phase. Skink Handlers increase their range.
Razordons: They can do 40k-styled Overwatch when charged on a 4+. And they give -1 to the opponent's save rolls if they're halfway into the shooting range. Also Skink Handlers allow them to reroll failed hits.
Kroxigors: Can reroll to wound if Skinks are close, can squeeze opponent in their jaws (when you use the bite attack and get a 6 to wound, both you and your opponent roll a dice: if the opponent gets the higher roll the attack fails, but if you win the attack deals a number of mortal wounds equal to the difference between the two dices). And a Kroxigor every 3 models can get a Moon Hammer that packs a number of attacks equal to the number of opponent models in his range.
Stegadon: No more split between regular and Ancient Stegadon: You can either get the Skystreak Bow or the Sunfire Throwers on it, the latter dealing a number of attacks equal to the number of models in the targeted unit that are in the range. Also it allows a Skink unit in a 8" range to get an extra D6" movement and every Skink unit in a 5" range can reroll during Battleshock Phase too. And the Crushing Stomps attack wounds on a 2+ in the turn it charged.
Bastiladon: Ignores Rend values of enemy attacks and can also save mortal wounds on a 4+. Can get either the Solar Engine (2D6 attacks in Shooting Phase dealing 2 wounds each, 3 on Chaos Daemons) or the Ark of Sotek (You choose up to 6 enemy units in a 8" range, give a number between 1 and 6 to each of them, roll 12d6 and each unit gets a number of mortal wounds equal to the number of times their number came out in the rolls).
Troglodon: Now better than before. Can unbind a spell in each turn, gives -1 Bravery to each opponent in a 8" range, and gets +3" to his charge if he charges the same unit he attacked with his Venomous Spittle in Shooting Phase.
Jungle Swarms: Deal mortal wounds on a 6 to hit and regenerate d3 wounds each turn if they're nearby some piece of scenery. Nothing more.
Formations
Skink Patrol: A Skink Priest, 2 units of Skinks or Chameleon Skinks and a unit of Terradon or Ripperdactyl Riders. Everyone in the formation can reroll 1 to hit and wound against a single unit that can be seen from the Priest at the beginning, everyone can move 2d6" before the game even begins and the flying cavalry can enter in the second turn getting a +1 to wound for the remainder of the turn.
Saurus Host: A Saurus Oldblood, 3 units of Saurus Warriors and either a unit of Temple Guards or Cold One Cavalry. Everyone gets an extra attack of Powerful Jaws and are immune to Battleshock rolls.
External links
Rules are here [1]