Some more information summarized from Warseer and other sites earlier today possted on another site:
Some of this is not direct quotes but editted from the sources as posted. War seer deleted some of the cost information, so I'm trying to pull together from multiple sources given someone has the book but is only posting partial information as read for the first time.
Kroxigor are back to S5. 25 Skaven Slaves. Fair price with S5 (probably 45 points or less if in old configuration but combination of predatory fighter rule and S5 is huge with these very tough and high armour save units). Apparent "Nerf to Skinkrox units, Kroxigor are now targetable as normal by any model in B2B with a skink is in B2B with a Krox when in combat phase. A skrox unit can be stomped and thunderstomped due to skinks in the front rank.
In otherwords Skrox units only purpose now is to move Kroxigor into core rather than special, the kroxigor will still die just as quickly as if you fielded them solo." [I don't necessarily agree that is the only purpose, although a quite important purpose. The ability to target Krox is a bit of a nerf but at a risk of loss of ACR since Korx are T4 and 4+ AS whereas skinks are T2 and maybe 5+ AS with a parry save. I think that the boost in leadership to ranked skinks with poisoned javelins is huge, especially given 6+ scaly skin save of skinks.]
Skink cohorts can be upgraded to have poison close combat attacks (makes skrox units and Matt's small ranked skink units potentially much more effective especially in dealing with tougher units with lesser armour saves)
Skink priests can now channel Direct Damage as well as magic missiles from the Slaan (pretty powerful given their M6 and ability to hide in a unit of skirmishers or ranked skinks; I loved using the focus familiar with a lvl 4 on peg in dark elf army and this benefit cannot be underestimated)
Slann still infantry, but can't be thunderstomped.
Ancient steg gives units within 6 6+ ward with the engine (not 5+??). Also choose a Lore and it's 1 easier to cast spells of that lore. Reportedly, the casting bonus stacks (maybe the ward save boost as well?).
Stegs - one of the upgrades gives it's impact hits multiple wounds D3 special rule.. That is good with D6+ 1 impact hits monstrous cav/infantry killer
Bastilodon - S4 T5 4 wounds, 3 attacks 2+ Save (kind of was hoping for T6)
Solar Engine/Ark Beam of Chotex from howdow with crystal is a bound spell 3 range 24" - roll a D6 1=D3 S3 hits, 2-3=D6 S4 hits 4-5=2D6 S5 hits roll a 6= 2D6 S6 & -1WS & BS till next magic phase (saw this in a couple of places)
75 Skaven Slaves for a Bastilodon (good price for what it does).
Solar Ark The Inititative bonus doesn't stack.
For the howdah with the Snakes option, the ranged bit is range 6", every enemy unit within 6" (or D6"??, conflicting sources) gets 2D6 st2 hits. Also works in combat. All swarms within 6" get a new base on a 4+.
Also the Bastilidon when charged gives no rear or flank, also you allocate 1 of its attack to be S10 + 1 hit if on the rear (mind blank on the name)
Slann items/disciplines:
Wandering Deliberations 15 Skaven Slaves - Slann knows all 8 sig spells from rule book lores (very good! like the HE lord but at lvl 4)
Soul of stone 12.5 Skaven Slaves - allows the Slann to add or subtract 1 from the miscast result instead of original (potentially very useful)
Becalming discipline cost not known but allows to re-roll dispel dice
Also MR3 is a discipline
Slann can take discipline that gives 3 dice to channel, possibly channeling at 5+ as well, so average +1 PD per magic phase. It's not great, but it's both offensive and defensive, giving a better chance to get more power and dispel dice
Slann 12.5 Skaven Slaves more expensive basic. Slann can only go in second rank in temple guard unit. Always passes look out sir. Treated as infantry but not for being attacked (spells targetting models on foot-apparently dreaded 13th- are ignored for Slann), stomp and other purposes. 4+ ward is still innnate
Ethereal slann option but cannot join a unit if ethereal. Something about ethereal, stubborn and unstable go together, so best keep slann out of combat if that option is chosen.
Some magic items -
Egg of Quayno - roll a D6 one use on a 4+ does 2D6 S5 hits on a unit in combat with bearer 1-3 not as good
Stegadon helm +1 save +1 T D3 impact hits
Razordon - Grapeshot @ st4. reroll artillery dice on stand and shoot (it used to be you got to roll two art dice on stand and shoot but a misfire meant no shots, re-roll means avoiding misfires more), he can move and shoot but not march and shoot (from translated German site) with 18" range, S4, quick to fire.
Cold One Cav area few points cheaper and Cold Ones themselves have 2 attacks. (This makes sense given predatory fighter special rule) Another source: "heard somewhere that coc are 2.5slaves cheaper base cost but upgrade to spears costs 2slaves, yes you read it right 2slaves for spears"; note: another source says 1ss for spears (German translation).
A mate has the book. Just answered a few of the first question that came to my mind.
"Apparently the Troglodon isn't great,
" 3 attacks, toughness & strength 5, 4+ save, one use only roar which makes PF work on a 5+ 100 sslaves. " (Of course, we don't know what the diving rod option and skink oracle do yet, so this may still be good) The spitting attack is SD6 shots at S5 range 18", quick to fire, multiple wounds D3 and at BS3 (possibly also poisoned? based on description)
Swarms are a lot cheaper at -5ss relative to old book. Also, if you have a swarm in close combat, then all your close combat attacks are poisoned from everything
Another post: "Skinks get poisoned ranged weapons by default (javelins and blowpipes as before reportedly), and cohorts have the option to upgrade skinks to have cc poison for 1 sslave per model
I will not talk about the Troglodon rules. They made an awesome model and ruined it with rules, then finished it off @ 200 points. Worse. Than. A. Giant."
Base costs for saurus, ranked skinks, and skink skirmishers are the same as before.
Looks like sallies get S4 instead of S3 and -3 to AS from their spout flames shooting attack (better able to kill basic infantry and stuff but hard to kill high AS cav and other models) Also, they explicitly cannot march and shoot but can move and shoot spout flames (from translation on German site0.
Terradons and Ripperdactyls are confirmed to be monstrous cav as well as flying cav (like bret peg knights). Terradons are 2.5 ss mroe expensive than before. Still have drop rocks and poison javelins, can exchange javelins for bolas for .5ss that are S4 and flaming 6" range shooting attacks, quick to fire. Gain 6+ scaly skin, so =1 to armour save.
Chameleon skinks are -.5ss cheaper, same rules but LD may be -1 from before.