Linear, area and building hindrances cost movement and can degrade the ward's order.
How it works
Linear hindrances cost 1 extra inch, force a Faltering check on approaches (failure means Piecemeal) and make attacks Tired. Area hindrances cost 2 per inch and make the ward Tired. Buildings cannot be entered and make wards moving around them Tired. Defended obstacles make attacks through them Tired.
For Approaches, these cause merely a Faltering check- any failure means that the approach has become Piecemeal. Any attack across them immediately counts as one that is Tired.



