A character can throwing items of equipment (e.g. balls, coins, grappling hooks, grenados, etc.) accurately if he/she makes a dice roll using his/her Throwing (including Throwing items specialism) + CO.
The difficulty depends on the range, nature of item being thrown, the size/speed of the target and the conditions, as follows:
| Range | Difficulty |
| Close/Pointblank (within a metre, one hex on the combat board) | 0 |
| Short (a few metres, five hexes on the combat board) | 2 |
| Medium (up to 10 metres) | 4 |
| Long (up to 30 metres) - Practical limit for thrown weapons/items | 6 |
| Nature of item being thrown | Difficulty |
| Item is aerodynamic and well weighted (e.g. dart, ball, etc.) | +0 |
| Item is heavy to throw (e.g. grappling hook) | +1 |
| Item is not aerodynamic or is not designed to be thrown (e.g. coin) | +2 |
| Target size | Difficulty |
| A broad area (within a few metres, e.g. a larger than man-sized target) | +0 |
| Within a metre (e.g. aiming at a particular hex on the combat board, a man-sized target) | +1 |
| Within half a metre (e.g. aiming at someone's body, hitting a darts board) | +2 |
| Within 25 centimetres (e.g. aiming at someone's head, arm, or leg, hitting the right quadrant of a darts board) | +4 |
| Within 10 centimetres (e.g. aiming at someone's hand, groin or throat, hitting a specific segment on a darts board) | +7 |
| Within a few centimetres (e.g. aiming at someone's eyes, hitting the bull on a darts board) | +10 |
| Target speed | Difficulty |
| Target is moving slowly (e.g. walking, roughly 5 km per hour) | +1 |
| Target is moving normally (e.g. combat, jogging, roughly 15 km per hour) | +3 |
| Target is moving fast (e.g. sprinting, cantering, roughly 30 km per hour) | +5 |
| Target is moving very fast (e.g. break-neck galloping, flying, roughly 50 km per hour) | +7 |
| Conditions | Difficulty |
| Good visibility | +0 |
| Reduced visibility (e.g. cloud cover, torchlight) | +2 |
| Poor visibility (e.g. twilight) | +4 |
| Very poor visibility (e.g. night) | +6 |
| Windy conditions | +1 |
| Very windy conditions (e.g. storm) | +3 |
If a character can take a run up, he/she may reduce the increase in difficulty due to range by one point (minimum range difficulty is zero). Alternatively, if a character spends time (e.g. a whole combat turn or 5 seconds) concentrating on the target, he/she can reduce the target size difficulty by one point (minimum target size difficulty is zero).
If a character fails the dice roll, he/she will miss the intended target. The amount by which he/she misses depends on by how much he/she fails the dice roll, based on the size difficulty of the intended target and surrounding items.
For example, a character aims an object at the handle of a door, a 10 centimetre object. If he/she fails by up to 3 points, he/she will miss by up to 25 centimetres; if by up to 5 points, he/she could be up to 50 centimetres out (but will probably still hit the door), more than 5 points out and he/she is at least a metre out and could hit anything really.