"Note that checking for ship destruction is not included in the damage procedure."
Which is exactly my point. It's not specifically timed ANYWHERE. This leaves it as a universal rule which will activate whenever the condition (damage equals or exceeds the hull value) is met. And that can be between one damage deal and the next.
Not correct, we have an example (page 15) on when the rules check for destruction, whether you like it or not. I'm sorry if you find it inconvenient.
Yes, that's exactly what I'm saying. Proton Bomb does not cause damage. If it did, it would hit shields first. It is very clearly worded to NOT cause damage. So if you're relying on infliction of damage to trigger a destruction check, it won't do it.
I REFUSE to follow you into this. Actually I can't even believe that you went that far. There is a limit in how much you can apply literalness on rules. Beyond that limit, the interpretation simply becomes an error, plain and simple. Please, send a mail to the developers explaining them how a Proton Bomb doesn't cause damage. And don't forget to copy me on the answer.
The destruction check is one of two things: An always active rule, or a time-limited rule with a trigger. You're trying to make it a trigger, even though there's no text defining it as a trigger, and then you're making up other trigger conditions when you realize your hypothetical trigger doesn't cover everything it needs to.
Which other triggers conditions? I only see one. You only check for ship destruction after you suffer new damage, which can come from different sources. The sources are not triggers, the sources are just that, sources of damage. The only 'trigger' is that the ship has suffered new damage for whatever reason. After suffering and dealing ALL damage caused by the source, you check if it is destroyed or not.
Here's exactly what you said back on the first page:
The rules are clear in that ships can receive more damage cards than their hull value. And the only way to apply that clause consistently is that you should only check for destruction after suffering all damage from ONE given source.
But that's not true. In a simultaneous fire situation, you can have more damage than hull. If you pull a Direct Hit with one hull left, you can have more damage than hull. So we have at least two cases which allow you to have more damage than hull, providing a contradiction to your "only way to apply that clause consistently" claim, thus proving it false.
And how exactly it is false or not True?
For starters, both examples are exceptions to the rules. And as I said before, simultaneous fire only DELAYS your destruction, doesn't enables you to stack cards. You are already allowed by the general rule to stack cards, you don't need "simultaneous fire" to do that. You can have more damage cards than hull BEFORE "simultaneous fire" triggers. The destruction for the ship has been already checked (after all damage is dealt) and it happened (in your example, it would be damage cards greater than hull value), however, simultaneous fire delays the destruction and you remain on the play area, will ALL cards dealt.
Direct hit is a source of damage (critical hit card) that causes your ship to suffer extra damage (card effect). You deal the card, you resolve it and after all cards all dealt, you sum (direct hit counting as 2) checking if the ship is destroyed. How exactly this contradict my phrase? You check for destruction after all damage from this source is suffered/dealt, including the 'direct hit card', or even the 'direct hit' alone.
What is does say is that you immediately remove the ship from play. And if it's out of play, then it can't have any more damage dealt to it. This is also why the simultaneous fire issue is relevant - by stopping the ship from being removed from play, it allows damage cards to keep accumulating, because it's still in play.
Again, we return to start point, which is your own interpretation on the rules. And the whole base of your argument, by the way. Nowhere states that you must remove immediately the ship as soon as Damage = Hull. It states that you remove ships when Damage >= Hull.
You remove the ship at that point, because you are making your 'on-the-fly' destruction check that is nowhere supported on the rules. Again, you are fleshing out the General rule from the exception, but it happens to be that "Simultaneous attack" is not the exception that allows you to stack cards, that is not its function, the "Simultaneous" purpose is delaying your destruction, nothing more.
And let me remind you that "Simultaneous attack" clearly states that the when simultaneous attack triggers, the ship 'retains its damage cardS' You are conveniently forgetting that for you to retain something, you must have it first. And also it states that "all damage cardS just dealt to it may affect this attack" note the PLURAL (cardS) and the Past tense in the sentence.
And while that's not totally solid for an argument, which the rule certainly doesn't say is: "Since the ship would be destroyed but it is not, keep dealing it the damage cards that otherwise you would have skimmed."
The example is interesting, but I don't necessarily consider it compelling in this case because there's no divergence in what happens. Regardless of when the destruction check occurs, the end result is the same. Putting the bit about it not being destroyed there could also easily be compressing it to the end of the whole damage process, rather than a strict step the way you want it to be. In fact, I'd suggest that if the destruction check were a distinct check the way you want it to be, it could and should have been a separate step. And, finally, there's no similar statement made for the Rookie Pilot at the end of 15, when the Rookie Pilot takes damage. You're exactly right about where it's presented, but I think there's plenty to point to that being an issue of narrative flow, rather than one of exacting rules process execution.
Let's try this another way: Please quote me a rule that tells you when to check for destruction. It should be a pretty simple thing, right? When, exactly, can a ship be destroyed? Not when you think it can - quote rules. I've said that "When the number of Damage cards dealt to a ship" is an always-on rule - it's presented as such, with no dependence on any other events or triggers. You think it's more limited. Fine. What limits it? What prevents that rule from taking effect between each point of damage?
Oh! I can play that too! Quote me a rule that tells you to check for ship destruction after every card is dealt. It should be pretty simple too, right? Quote me the rule. A rule that says that ship destruction is checked between each point of damage. Are we seriously playing this?
And I don't know how many times I'll have to say that there are no dependence on triggers, or other events. You check for destruction after having suffered damage from a source. ALL damage, not just enough damage to equal hull value. The source is indifferent. The only thing that matters is that your damage count is different after this source, because you suffered new damage. Then, you check for destruction.
At the risk of sounding redundant and repetitive, I remind you that I have an example on the rules that checks for ship destruction after all damage is dealt, and of course, only one check, not a check on-the-fly for every card. At this point, that alone makes me to have more support than you to back-up my arguments.