This are rules on catching fire meaning that after you get you initial damage, there is a chance that the object ignite and is burning on its own further on (meaning that it will get additional damage at the end of each consecutive turn)
While the rule on this would be that the object is not flammable. AFTER you get your initial damage inflicted, we will get the fire damage rating by resisting it with double armor.
example.
we got 9P(fire) damage now to resist, you roll your resist and score 2 hits, this means that the damage inflicted will be 7P.
this 6P is the base fire rating, you resist it with Armor(6) + Armor(6) -> scoring 3 hits.
this means the the drone catches fire, and at the end of the combat turn it will inflict 3P(fire) damage resisted normally (Body+ HalfImpact)
assuming you again score 2, it will be additional 1P damage.
after this turn a fire will die out.
rules:
Fire Damage
Certain types of flame or heat-based attacks inflict Fire damage, including (but not limited
to): thermite, flares, Flamethrower and Fireball spells, and the Energy Aura and Engulf critter
powers. Treat Fire damage as Physical damage, but Impact armor only protects against it
with half its value (round up). The fire resistance armor upgrade (p. 327) adds its full rating
to the armor value.
Objects hit by a Fire damage attack are at risk of catching fire.
Make a damage resistance test using the item’s Armor x 2 (see Barriers,
p. 166), or just Armor if they are vulnerable to the effect (flammable
material vs. fire, for example). The gamemaster should use her discretion
as to which objects in the area are worth rolling a test for; most
effects can simply be improvised. The gamemaster also decides which
items have caught on fire and will continue to burn—as a rule of
thumb, any item with a (modified) Armor rating less than the Fire
DV has caught fire.
If an object is on fire, note the original Fire DV inflicted—this is
the Fire damage rating. At the end of each subsequent Combat Turn,
the gamemaster decides whether the fire has grown, shrunk, or stayed
the same, depending on the item’s flammability, efforts to put the fire
out, environmental conditions, etc.; adjust the Fire damage rating accordingly.
If the rating is reduced to 0, the flames are put out. In any
other case, make another damage resistance test against DV equal to
the adjusted Fire damage rating. Continue in this way until the fire
diminishes (nothing burns forever—but the fire may also spread to
nearby items).
The exact secondary effects of Fire damage on items are determined
by the gamemaster. Wood and paper are likely to be consumed;
common plastics and fabrics melt; while fire-resistant fabrics
and metals scorch but otherwise remain unharmed by normal flames.
Damaged electronics may short-circuit and cease to function while
weapons lose their integrity and are likely to misfire or fracture.
Ammunition and explosives may explode.