Quote Originally Posted by Andy Blozinski View Post
Here's what I did for fires at conventions and it worked out very well:
The first turn, your fire extinguishing crew is trying to get it in control. It does damage as normal and you automatically lose a hull box. It's now under control after the first turn action. During the second turn, they've got it under control and now they're trying to put it out for good. They put it out for the second turn action and it's over.
End result is that you now automatically only lose one hull, instead of two...as long as you keep the crew on it for the second turn. If you skip the second turn, well it just gets out of control again and does its usual fire damage thing again. Don't skimp.
I like this solution. It limits the fire damage, but you still have to use up an action for 2 turns. Of course if you take more than one fire damage or are damaged the situation could be very grave indeed. In certain circumstances you will need to pull away to effect repairs/put out the fire, which did happened historically.

I will use this in our group game tonight.