I mentioned in the first preview that one of the things we're adding to A Sundered World (and Dungeon World by association) are moves that require both a specific race and class combination. I initially came up with this concept during one of our A Sundered World playtests a while back, pitching a move that would allow a tarchon battlemind to have weapons they shape be red-hot or on fire.
Kobold nomads are another great example. One move lets you increase your bound ship's Speed by 1, making it easier to travel and maneuver about. It's a pretty big deal by itself since you can save on fuel, but it's required for another one that, if you're also a nomad, lets you take your ship with you whenever you teleport.
Even mine kobolds get some good synergy with the nomad: one move gives you a bonus when searching for cracks in space while underground, or in a mostly stone environment, and another lets you spend 1 fold to not only teleport into stone, but create a tunnel that leads to wherever you teleported to (so allies can come with).
Somewhat related, a third move lets mine kobolds collapse tunnels. No class required, but could be useful for mine kobold nomads that want to prevent enemies from following them.
The Fighter is geared up and ready to go! Unlike the default Dungeon World fighter, your skills matter more than your special "can sometimes be lost but not really" weapon. There are a variety of fighting styles to choose from, including the ability make a DEX-based fighter.
Grave Goods is the latest magic item compilation in our 10+ Treasures line. If you want nearly 30 undead-themed magic items, some monsters, and advice on how to make your own, pick it up!
Lichfield is available for public consumption. If you want a concise adventure with a Silent Hill feel, be sure to check it out! Primordial Machine is also out, so if you want to catch a glimpse of A Sundered World, now's your chance! Finally, we've updated If These Stones Could Scream.