Overheats

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 (the arm holding the weapon if the weapon was fired one-handed, or a random arm if the weapon was fired with two hands). The wielder may choose to avoid taking the damage by dropping the weapon as a Free Action.
A weapon that overheats must spend the round afterwards cooling down, and cannot be fired again until the second round after overheating. A weapon with this quality does not jam, and any effect that would cause the weapon to jam instead causes the weapon to overheat.