You don't have to throw something to Move it. Just pick it up. Who said throw?People get stuck on the star destroyer example even though it is non sense to consider. The simple fact is for 70 xp and 3 Force pips, RAW, a Force user can wipe an AT-AT. A FR2 PC can just annihilate a walker. You don't have to toss, it, just lift it to Medium range and drop it, or just flip it over on its back like a big roach, or just push it over, regardless, it's disabled. Just my opinion, but RAW, a Force user with Move unbalances the hell out of combat.
The problem isn't even being able to do these things with the power imo, it's that such a low level Force user can do it. So I do my Force pips for upgrades method and it still allows it all to occur, it just takes a really really powerful Force user to do it. That is right where I want it, the stuff of legends, not just something Bob the Twi'lek mechanic learned to do for 70 xp.
Wouldn't the Force wielder have to make a difficulty 4 Discipline check? I believe so as you need the Control upgrade to aggressively throw things around quickly. If you don't have that then the AT-AT is just going to keep on walking through your attempt. So the force user must first get 3+ pips on two dice (having made their way to the bottom of the tree and bought the upgrade). That's only a 25% chance of success. Now they have to also succeed at their Discipline check. That's an average of two failures they have to beat. Suppose they have a very good Discipline pool. Let's say YYYG. On average they'll score 2.5 hits so would succeed, but probability is about more than averages - especially once you start chaining things together. You need an uncancelled hit to succeed so with a Discipline 4 check (which is nasty), they're still only ahead by 0.5. My back of the envelope puts it around a 60% chance of success with YYYG.
If we chain those two together (which we must because the player has to pull off both of them at the same time), that leaves the player with a 15% chance of success overall (25% chance of getting the Force pips with a 60% of passing the Discipline check).
All this requires a character who has bought their way all the way down a Specialization (minimum 75XP), the Move power and six upgrades (Power itself + 4x Strength upgrades + Range to gain access to the Control upgrade + the Control upgrade itself = 80XP) and has also managed to get their Discipline up to YYYG (let's call it 10XP to be generous).
So we have a player who has spent 165XP to have a 15% chance of being able to pull this off. And this is all before the GM decides to throw in a Challenge die or Setback. Exactly how long are you expecting this character to stand there taking vehicle damage from an AT-AT whilst they're trying this?
I'm not saying it's not good, I'm saying that I think you have presented something as cheap and overpowered when it's not.
My reading is that if you want to damage targets you need the Control upgrade. Additionally, as it's an animate thing being piloted around, an Opposed roll would seem appropriate. Else where would you draw the line and why? This bantha is a living thing and gets to resist. This large droid is an animate thing and can resist. This large walker is controlled by a person rather than a droid brain, it can't resist? That seems weirdly inconsistent to me.
Edited by knasserII