Ok, so the easiest way is just to give the column values for the two scenarios.
I'm assuming horizon's scenario of a squadron of 6 iconoclasts. One value will be for the unmodified iconoclasts' average damage, and one for the average damage of the QF iconoclasts.
The rules for QF weapons are as follows:
A "small" dorsal weapon may be converted to QF, reducing range to 15cm, doubling its strength.
A QF weapon treats the target's armour as armour+1.
In cases where this would make the value 7, the weapon does 1 damage for every two 6s rolled.
QF weapons do not suffer an armour modifier against ordnance, and automatically gain a left column shift (in addition to the range modifier if applicable)
For the time being, Lock-on may not be used with QF weapons as it has no useful effect (trade fire rate to fire accurately, still has low penetration, pass). The sheer amount of dice-rolling would be ridiculous, too!
So I've just re-read my tables and realised that the threshold for column shift is 15, where am I getting 12.5 from? I'll just leave my post as is for now, for my own sanityOk, so:
R = dice rolled
D = average damage dealt
a = Armour value for the given damage result
Column | Standard | QF |
1 | R 16, D 2.6 (a6), D 5.3 (a5), D 8.0 (a4) | R 32, D 2.6 (a6+1), D 5.3 (a5+1), D 10.7 (a4+1) |
2 | R 13, D 2.2 (a6), D 4.3 (a5), D 6.5 (a4) | R 25, D 2.1 (a6+1), D 4.2 (a5+1), D 8.3 (a4+1) |
3 | R 9, D 1.5 (a6), D 3.0 (a5), D 4.5 (a4) | R 18, D 1.5 (a6+1), D 3.0 (a5+1), D 6.0 (a4+1) |
4 | R 6, D 1.0 (a6), D 2.0 (a5), D 3.0 (a4) | R 9, D 0.8 (a6+1), D 1.5 (a5+1), D 3.0 (a4+1) |
5 | R 4, D 0.7 (a6), D 1.4 (a5), D 2.0 (a4) | R 7, D 0.6 (a6+1), D 1.2 (a5+1), D 2.3 (a4+1) |
For a reminder of what's in each column:
Column 1: Defences,
Closing Capital within 12.5Column 2: Closing Capital,
Moving Away Capital within 12.5, Closing Escort within 12.5Column 3: Closing Escort, Moving Away Capital,
Abeam Capital within 12.5, Moving Away Escort within 12.5, QF Ordnance within 12.5 (a5+1)Column 4: Abeam Capital, Moving Away Escort,
Abeam Escort within 12.5, Ordnance within 12.5 (6), QF Ordnance (a5+1)Column 5: Abeam Escort, Ordnance (6)
(Not listed are things that have a right-shift on the table)
Ok, so what does this tell us? Well, first we need to remember that average values aren't everything. While you get a bell curve that means you're far more likely to get the average values on the QF guns, making them more reliable, the chance of exceptional results are much lower but the results are far more significant.
On average, the QF guns are better against: small escorts, and transports (armour 4), almost always better against ordnance. QF guns are not good against armoured targets, performing on par or worse than their ordinary counterparts. Space Marines are pretty well-off against QF fire.
Now, if these results hold, I would consider making a modification that means that the armour penalty is not applied to escort class vessels, which would bring the weapon more in line with its aim - it's an ordnance and escort killer. Or should be. As it stands, it's only useful against Iconoclasts, Transports, and exceptionally useful against Ordnance.
Of course, all that is assuming that these results are valid for all instances of this modification, such as smaller numbers of ships, or smaller numbers of guns per ship.