Could use some play-testing but the concept could be interesting. High risk, high reward..
General Calrissian
If you are First Player: In turns 3 and 4 you may add 3 red dice to the first attack from your flagship. If you are Second Player: At the start of the ship phase on turns 3 and 4, the second player rolls one red die. If a hit or a crit is rolled, the second player has initiative for that turn.
What are some other "custom commander" trait ideas you have?