Good stuff! I'm definitely going to snatch some of these.
Here are a couple from my Consortium postings. Master Tactician is based on an ability from a Star Wars miniatures game, and offers some really zany options. Sabotage was just for chaos' sake
-Master Tactician (+3 CP): Once per turn, two allies or allied vehicles of roughly equal size (within half an inch) within 8" of this character may switch places.
-Strategic Genius (+? CP): The controller of this unit gets to choose the order in which players take their turns each round, so long as s/he doesn't take more than a few seconds to decide.
-Sabotage (+1 CP): When next to an opponent's vehicle or structure, the Consortium Scout may use his action to attempt to sabotage said construction. When doing so, roll 1d6. On a roll of 1, the Scout electrocutes himself, falls underneath the wheels, or something similar and dies messily without damaging the construction. On a roll of 2 the Scout miscalculates and is either electrocuted again or somehow manages to hit himself with a blunt tool, and is stunned for the next round. On a roll of 3, nothing happens. On a roll of 4, the Scout is moderately successful, and the construction loses 2" of move or 1d6 armor (his commander chooses, keeping some common sense). On a roll of 5, the construction's move is reduced to 1", or its armor is reduced to 1d6 (again the commander's choice). On a roll of 6, the Scout triggers a nuclear meltdown (for reasons unknown, this occurs even when sabotaging a low-tech construction, such as a dung cart) that destroys both the construction and the Scout and deals 3d10 exp. damage to everything within 3".
I haven't read all of the abilities yet, so apologies if these ideas are already in use.