2.60.1 Throwing items

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.