It depends how complicated you want it to have.
Easy rules I just made on the fly:
If someone misses, and the DM sees a fatal damage as possible, he may choose (randomly or predetermined) from the following list:
Steam goes of: Concealment (50%) near intented target (wall, floor), 10 feet radius. lasts 1d4 rounds (if self contained, or until line is disactivitaed)
Hot Steam: as above, plus it deals 1d6 points of fire/heat damage (reflex save DC 15 negates) in center square.
Cooling Steam: as above, but it deals 1d6 points of cold damage (reflex save DC 15 negates) in center square.
Hazardous liquids: as above, but it deals 1d6 points of acid damage (reflex save DC 15 negates) in center square.
You might want to adjust damage depending on threat - 1d6 points of damage can kill a first level ordinary, maybe it is unlikely to find many of this kind of pipelines.

You could also allow continuing damage - liquids that stay in contact, people catching fire and so on. The Standard d20 rule catching on fire and putting it out might be a good guideline (Fullround Action + Reflex Save DC 15)
Gravitation system damaged: Room loses gravity (requires you to have zero-g gravity rules

)
Other system damaged: Light controls, computer system and so on, as the situation on hand reasonably permits. (shoting within the computer room could be really dangerous for the ship - oops, that was life support control...)
Hull Breach: Pressure loss, room might become sealed off (doors shut), causes winds (see Weather Conditions) increasing every 1d4 rounds, airless after 5d4 rounds. (Adjust time as you see fit and seems reasonable. To calculate if there is a reasonable chance for a hull breach consider the damage dealt to the wall - hardness, hitpoints and so on.)
Bouncer: 20% chance that you hit a randomly determined target (reduce damage by 1 die, similar to skip shot. Maybe allow a Reflex Save DC 15 to negate, or use old attack roll against flatfooted AC)
Mustrum Ridcully