We have special amendments for hot shot in our games as follows Gary:-

If heated shot is used it may not be double shotted because of the danger to crews. However, if any 0 cards drawn, one of them may indicate a misfire rather than a miss at the receiving end and the guns then draw a single E damage counter for that broadside, just as the ships do for fire damage. If a crewman symbol comes up the gun explodes and the crewman goes into the crew damage box closing one box. With regards ship damage, we are a bit kinder with the rules and damage for fire is only drawn if the damage indicated is hull, rudder or masts. If a card indicates flooding no fire is caused for obvious reasons. Also, guns firing heated shot take twice as long to load as do normal ones because of the tricky handling of hot shot.
If the scenario dictates a covert attack by the ship the furnaces will not start heating shot until the alarm is raised. It will then take five moves to heat the shot, even before loading can begin. This does not preclude firing normally until the hot shot is ready.

Rob.