Duel roll: each side rolls a D6 per Attack and keeps its highest. On a tie, the higher Fight value wins; if Fight is also tied, the sides roll off (1–3 the left side wins, 4–6 the right side).
Elven weapon: +1 to its side in the roll-off. Left side wins on 1–4, or right side wins on 3–6. If both sides have one, it's back to 1–3 / 4–6.
Banner: the side may re-roll one D6 in the Duel roll. It re-rolls its lowest die, only when it's losing.
Two-handed: −1 to that model's Duel roll dice (a 6 stays a 6), +1 to its To Wound rolls. Fate saves on a 4+. Might is spent only as needed to win the duel or turn a failed wound, duel first.
Trapped: no effect on the Duel roll. If the model loses, each strike against it is rolled twice.
Charge Bonus: +1 Attack; can't be combined with Shielding. If its side wins, the enemy is knocked prone, which counts as trapped.
Heroic Strike: a model with it ticked spends 1 Might before the duel and adds D3 to its Fight value, up to a maximum of 10. It only applies if the model has Might left, and that point is no longer available for the duel or wounding.
Shielding: the model rolls 2 dice in the Duel roll for each Attack, but makes no strikes if its side wins.
Strikes go into the first unit listed on the losing side, moving to the next model as each one falls.