First up the Legion Traits, parts in red are suggested modifications from others:
Imperial Fists: May conduct teleport attacks against ships whose shields are still up.
When I worked on a similar project, this was the Legion Trait I wanted for the Word Bearers. It is basically what they did with teleporting daemons aboard ultramarine vessels in the battle for Calth.
Iron Hands: Can operate normally after Brace for Impact
This is really powerful. Perhaps, can operate normally, but still cannot go on another special order.
Ultramarines: Reroll Failed Command Checks
Reroll one failed command check per round
Dark Angels: +1 Ld to all ships when making command checks
Raven Guard: Can shoot normally after Come to New Heading
Reflex Shields: Raven Guard Vessels can choose this special order. While under the order, they cannot shoot or launch ordnance. While under the order, they will never count as the closest ship, so the enemy will always have to take a LD test to target them.
White Scars: +5cm Movement
+10 cm Movement?
Space Wolves: +10cm Movement for Boarding torpedoes
Weak. But I have no good idea
Salamanders: Ships can automatically put out 1 fire per turn in addition to rolling to repair damage normally. In addition gain +2 Assault while assaulting ships on fire.
Hit and Run attacks from Salamanders can choose to automatically cause a Fire! critital hit instead of rolling on the critical hits table
Blood Angels: May reroll all critical hit results with a -2 penlaty to the second roll
Sons of Horus: Reroll all misses from Bombard Cannons
Night Lords: Void Scream, enemy ships within 15cm suffer -1LD.
Good
World Eaters: Auto Pass All Ahead Full orders and LD tests for Raming
Not a great bonus, as marines have high LD anyway. Perhaps something like this taken from the BFG:Revised Orks. It would fit the harpoon cannons on the Conquerer
Traktors are unaffected by special orders of any kind but cannot
be used by capital ships if they are crippled. Any time the ship
equipped with Kustom Traktors moves in base contact with any one
enemy ship during the movement phase, it may immediately stop
its movement. If it does, it must attempt to board it this turn.
Alpha Legion: Enemy shots take a column shift to the right when shooting at you Redeploy some ships (1D3+1?)
I like the redeploy better.
Iron Warriors: Auto Pass (Reroll?) Reload Ordnance Orders
Perhaps add in Brace For Impact and Bonuses when defending against boarding
Word Bearers; Roll 3 dice for Command tests, and choose the two lowest when enemies are within 15cm
15cm is to restrictive. Some other criteria
Emperors Children: Auto Pass (Reroll?) Lock On orders
-5 cm minimum move. This that their ships can make much sharper turns.
Death Guard: Requires 1 less Cruiser to take a battleship
Perhaps Virus Torpedoes
Virus: Each hit from a Virus Torpedo does not damage right away. Instead place a virus counter for each virus torpedo that hit. In either players end phase, each ship with virus counters must make a LD test for each counter. If they pass the test, remove the counter. If they fail the test, they take on hit and the counter remains.
Thousand Sons: Squadrons may be up to 25 cm apart instead of the usual 15cm
Cheaper rerolls. They know your fate
Thank you to everyone who contributes!
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