Captain Oicunn + Captain Yorr

By roboben1, in X-Wing Squad Lists

Hi,

I like to run interesting builds. So...

Would this set up (action sequence) be legal. (see below)

The list can be found here:

http://xwing-builder.co.uk/view/267707/deso-and-friend-

Or

Captain Oicunn (4)
# 3# 0#12#4
Focus/Boost/TL
Unique
After executing a maneuver, each enemy ship you are touching suffers 1 Damage.
Captain Oicunn/VT-49 Decimator (42)
Daredevil (3)
– Action: Execute a white [TURN LEFT 1] or [TURN RIGHT 1] manouevre. Then, receive 1 stress token. Then, if you do not have the BOOST action icon, roll 2 attack dice. Suffer any damage [HIT] or critical damage [CRIT] rolled.
Proximity Mines (3)
– Action: Discard this card to drop 1 proximity mine token. When a ship executes a maneuver, if its base or maneuver template overlaps this token, this token detonates. When the bomb token detonates, the ship that moved through or overlapped this token rolls 3 attack dice and suffers all damage [HIT] and critical damage [CRIT] rolled. Then discard this token.
Intelligence Agent (1)
– At the start of the Activation phase, choose 1 enemy ship at Range 1-2. You may look at that ship's chosen maneuver.
Navigator (3)
– When you reveal a maneuver, you may rotate your dial to another maneuver with the same bearing. You cannot rotate to a red maneuver if you have any stress tokens.
Mara Jade (3)
– At the end of the Combat phase, each enemy ship at Range 1 that does not have a stress token receives 1 stress token.
Dauntless (2)
– After you execute a maneuver that causes you to overlap another ship, you may perform 1 free action. Then receive 1 stress token.
Engine Upgrade (4)
– Your action bar gains the BOOST action icon.
38 points
Captain Yorr
(4)
#3#1#5#5
Focus/TL
Unique
When another friendly ship at Range 1-2 would receive a stress token, if you have 2 or fewer stress tokens, you may receive that token instead.
Captain Yorr/Lambda-Class Shuttle (24)
Accuracy Corrector (3)
– When attacking, you may cancel all of your dice results. Then you may add 2 HIT results to your roll. Your dice cannot be modified again this attack.
Autoblaster (5)
– Attack: Attack 1 ship. Your HIT results cannot be cancelled by defense dice. The defender may cancel CRIT results before HIT results. Attack value: 3. Range 1.
Navigator (3)
– When you reveal a maneuver, you may rotate your dial to another maneuver with the same bearing. You cannot rotate to a red maneuver if you have any stress tokens.
Intelligence Agent (1)
– At the start of the Activation phase, choose 1 enemy ship at Range 1-2. You may look at that ship's chosen maneuver.
Anti-Pursuit Lasers (2)
– After an enemy ship performs a maneuver that causes it to overlap your ship, roll 1 attack die. On a HIT or CRIT result, the enemy ship suffers 1 damage.

This build is assuming that Daredevil action CAN be used to overlap/bump.

How I would like to use this list:

Captain Oicunn would bump the enemy on purpose VIA a DIAL maneuver which would one do one damage per ship (based on his pilot ability) then would gain him a free action + 1 stress.

Captain Oicunn would then use Daredevil to bump once more;

Captain Oicunn would bump the enemy on purpose VIA a WHITE maneuver which would one do one damage per ship (based on his pilot ability) then would gain him a free action + 1 stress.

At this point before the next free action would occur;

Captain Yorr would recive both stresses. (Ability + daredevil)

Then; Captain Oicunn would then use the next free action to either boost/focus/target lock/Drop Proximity Mines - followed by recieving a stress

Captain Yorr would recive that stress

At this point ALL FREE actions have been used -

My question:

Once the Captain Oicunn bumps does he lose his 'normal action' before upgrades/abilitys come into effect? Or would i then be able to complete my action via the action step?

At which point I probaly Drop Proximity Mines.

Thanks for any help/feedback.