Well, consider this, then…
You’re talking about a strike zone - an area hovering in space (and time, but we won’t get into that!) and your objective is to throw or toss a grenade through that “opening”.
However, the case is really about throwing a grenade to land in a particular spot at distance. This is more like a carnival game (very easy one at that!) where you toss a ball to have it land in a one meter square (or 1 SIM) tub of water, or just target.
With an average Quality Score of 10 and Dice Pool of 5d4, your average roll is 12.5 (see chart). You could simply set the DR of hitting a 1 SIM stationary target at being a Simple Skill Check (as per 7.1.2) of 10. This assumes that there are no mitigating variables (wind, weather, under pressure of combat, etc) for a toss/throw within the optimal range of the throw, based on a Range Rating of 1.
I think we can all agree that a “normal” person could make that “shot” (ie roll of 10) on “average”.
Now, combat is far from average, however, but you’re still trying to hit a stationary location that is 1 SIM. For that, I would add in the +8 modifier for ranged attacks, to keep it consistent with other thrown weapons. Thus, the DR would be an 18 - in order to hit that, you’re going to have to roll really well (possible!) and/or practice and improve your Throwing skill.
If you’re trying to hit a specific location within that 1 SIM, then the base Skill Check should be bumped up accordingly according to the chart on 7.1.2. (keeping in mind the note about adjusting DRs based on what makes sense, character abilities, etc). These are tricks that either require someone more skilled (ie have a Throwing Skill to add) or have some other factor that grants a better than average chance.
Keep in mind that you can also adjust Dice Pools in the game - since shooting someone with a bullet or hitting them with a throwing knife requires much more precision than a weapon that delivers damage over an area of effect, you could either use this to rationalize reducing the +8 penalty for ranged combat, or grant the character a +1 DPS (thus at least one extra d4 for the “average” person) or higher based on how accurate (or better yet, how “non-accurate”) you need to be and still damage the target. Horse shoes and hand grenades and all that…