Iron Daemon
There are not many things in The Old World like the Iron Daemon, and that is reflected by a complex web ob special rules, either from being a Heavy Chariot (HC) or unique ones for the Iron Daemon (ID) .
At its core, it’s a Heavy Chariot, but a truly massive one with S8 T7 W7 and Armour Save 3+. While still treats difficult terrain as dangerous terrain (HC Iron Shod Wheels), low linear obstacles are open terrain instead of impassible one (ID Grinding Wheels). Both Its fearsome Impact Hits (D6+1) and Stomp Attacks (D3+1) are resolved at AP-2 (HC Scythed Wheels and ID Grinding Wheels, but the latter not against Behemoths). An Iron Daemon has M5 and can make a free 90° pivot at the end of the move (HC Lumbering). Instead of marching, it can move 5+D6" (ID Lumbering Destruction). However, on a roll of 1 it does not move at all. The charge roll is not affected by this rule.
- By default, an Iron Daemon is armed with a Steam Cannonade, which works pretty much like an Organ Gun with a 360° vision arc (HC Firing Platform): You roll two artillery dice and fire as many shots as the combined rolls indicate. Shots are resolved at BS4 (!) S5 AP-1 Armour Bane (1), which is pretty good. If one artillery dice is a misfire, shots are at -1 to hit. If both dice are a misfire, the model loses a wound (instead of rolling on a misfire chart!).
- Instead of the Steam Cannonade, you can go with the Skullcracker upgrade, where you increase to Impact Hits (2D6+2) with Armour Bane (1). That is truly terrifying if the charge goes off. Unfortunately the Stomp Attacks are unaffected, so you really really need to get that charge.
The Iron Daemon also has a truly unique feature that interacts with the Steam Carriage upgrade for your Deathshrieker Rocket Launcher, Magma Cannon or Dreadquake Mortar: Up to two war machines with this upgrade within 8" of the Iron Daemon’s rear arc are moved together with the Iron Daemon. And unless the Iron Daemon charged or used the Lumberind Destruction special rule, the war machines do not count as moved! (it is debatable at which movement the war machines move)
Lastly, an Iron Daemon causes Fear, is a Large Target, Immune to Psychology and Unbreakable.
An Iron Daemon really benefits from the Hellbound upgrade, which replaces Fear with Terror, grants a 6+ Ward Save and allows the Iron Daemon to re-roll one artillery dice per game, and since the Iron Daemon has no misfire chart, it has no downside.