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Huh. Maybe it's actually rng ? Eh, probably bugged, yeah.
"Through inefficient shielding, defective venting, or simply inherent design, the weapon often becomes overcome with the heat of its ammunition or firing methods. On an attack roll of 91 or higher, this weapon overheats. The wielder suffers Energy damage equal to the weapon's damage with a penetration of 0 to an arm location... A weapon with this quality does not jam, and any effect that would cause the weapon to jam instead causes the weapon to overheat."
Owlcat changed the location damage but retained the AC reduction under their new percentile armour system. They also removed the weapon being dropped, and it being incapable of firing- likely because they also removed the weapons getting nearly double damage. Or put another way, balancing. Instead you get a risk of recoil equal to a normal shot (reduced by armour rating) for two rounds.
You're right, but just note that we don't understand the mechanic because it's simply not explained very well in-game. Quote the tooltip for the Plasma Gun's "Plasma overcharge (area attack)":
"Powerful area attack that overheats plasma weapon for 2 turns."
No mention of it being something that you have 10% chance of getting, or anything else, anywhere. It just sounds like you'll get this as a tradeoff for using the AoE attack, and RT being an Owlcat game at release, people are (understandably) making the assumption that this is a bugged mechanic.
In this game it basically just misses its next attack.
You're thinking Warhammer 40K tabletop, this is pulling from FFG's Rogue Trader system. It also doesn't miss the next attack; whether you miss or not is the roll to hit which probably does get modified to some extent (feels like only a -10 or 20 at most), the overheat roll is recoil damage equal to the gun's normal damage in a 3x3 AOE centred on the user.
If it were like the 40K tabletop, your plasma gun detonating would wipe out the entire squad lol.