The Iron Daemon may move normally up to its Move distance and fire its weapon without penalty while doing so. Rather than using the normal rules for charging and marching, roll 2D6 and unless a double 1 is rolled then add this number to the Iron Daemon's movement score for the total distance travelled. The Iron Daemon moves this distance forward in a straight line and may not turn or wheel as it does so. If a double 1 is rolled, the Iron Daemon does not move at all this turn.
If a charge is being attempted, this must be declared as normal before the extra movement amount is rolled, and if failed (ie. the distance rolled for movement is insufficient to reach the target unit), simply move the Iron Daemon forward the rolled distance instead.
If the total movement would bring the Iron Daemon into contact with a unit unintentionally (ie. not as the result of a declared charge), roll for impact hits as normal. The Iron Daemon does not count as charging if the unit is an enemy, and its enemy gains the Always Strikes First rule against it for the first turn of combat.
If it strikes a friendly unit, resolve the impact hits and then move the Iron Daemon back 1" after the collision.
In each round of an on-going combat after the first, the Iron Daemon may make a Thunderstomp attack exactly like a monster. Iron Daemons cannot overrun or pursue in combat if they destroy or rout their foes.