Ok, FPSC scripting is weird lol
You could have individual scripts for all the chambers and then one script for the mass destruction. The mass destruction would go something like this (I put in {} things I don't know the script):
:state=0,{switch that destroys all chambers is pulled}:state=1
:state=1:{destroy chamber 1},state=2
:state=2:{destroy chamber 2},state=3
:state=3:{destroy chamber 3},state=4
...
If you can use a for loop in scripting you could do this
:state=0,{switch that destroys all chambers is pulled}:state=1
:state=1:{for x = 1 to total_chambers : destroy chamber x : next x}
If destroying the chambers would mess up the individual destruction scripts you could instead make the individual scripts destroy the chambers without a condition and change the state, then you'd have two "control" scripts, one for triggering individual chambers to destruct and the other for mass trigger. The control scripts would call the destruction script it needed. I'm assuming you can call scripts from other scripts?
Here's what I mean if that was confusing:
;say we have 3 chambers, here's the individual destruction scripts
desc = Destroy Chamber 1
:state=0:state=1,{destroy chamber 1}
desc = Destroy Chamber 2
:state=0:state=1,{destroy chamber 2}
desc = Destroy Chamber 3
:state=0:state=1,{destroy chamber 3}
;Here's the individual trigger script
desc = Individual Destruction
:{chamber 1 is shot}:{run Destroy Chamber 1}
:{chamber 2 is shot}:{run Destroy Chamber 2}
:{chamber 3 is shot}:{run Destroy Chamber 3}
;Here's the mass trigger script
desc = Mass Destruction
:state=0,{cooling system switched off}:state=1,{for x = 1 to 3:run Destroy Chamber x:next x}