The Bat-rep is already written. Its just schedules for wednesday on my blog. I'll like you via Facebook and here when it gets posted

I did have a few more dieas, which I've written down in notepad. I'll paste them in for you to see.
[spoiler=Base Leader/Defence Commander Traits]
The Base Leader/Defence Commander is in charge of the defence force, and his commands are followed without question.
He has a set of Traits that he must roll for the same as The Warlord in standard Games of 40k.
Defence Commander Traits
1 = Defencive Stance
In a close quarters fight, no blow ever lands on the Commander.
Successful To Hit rolls in close combat must be re-rolled when targeted against the Commander.
2 = Intimidating Presence
See Warhammer 40k Rulebook page 111 for details
3 = Long-service Watchman
The Commander has been stationed at this posting for years, and knows the terrain like the back of his hand.
Any failed Klaxon rolls within 12" of the Defence Commander may be re-rolled.
4 = Co-ordinated Defence
Defender models within 6" of the Commander (including the Commander) gain the Counter-Attack special rule.
5 = Tenacity
See Warhammer 40k Rulebook page 111 for details
6 = A Hero in the Making
This Commander is a diamond in the rough, and will prove it this day.
The Defence Commander gains +3 Narrative points to use this game.[/spoiler]
I felt that someone will probably use the rulebook or codex traits, so i thought I'd come up with some that would hopefully work best for Kill Team, making up a couple and pinching some simpler ones from the rulebook.
I did the same for the "Kill Master"

[spoiler=Kill Master Traits]The Kill Master
The Kill Master is a honourary tite given to the leader of the Kill Team. They are given unquestionable respect from their Kill Team
He has a set of Traits that he must roll for the same as The Warlord in standard Games of 40k.
Kill Master Traits
1 = The Hunters' Pack
The Kill Master, and members of his kill team within 9", gain +1 to their Run rolls.
2 = [
couldn't think of a 6th to fill this slot
]3 = Lord of Defeat
If the Kill Master kills the Defence Commander, in subsequent turns Defender modes must pass a Leadership test, or suffer -1 to their Leadership. This test only needs to be taken once per defender model.
4 = The Trap
If the Kill Master uses the "Distraction" action, the Defender models may not shot and must charge. In addition, the Kill Master Gains +1 Attack for each Defender that fell for the distraction.
5 = Shadow of Death
The Kill Master has the Stealth and Shrouded special rules.
6 = A Hero in the Making
This Kill Master will make an examplary Warlord one day.
The Kill Master gains +3 Narrative points to use this game. These are specifically for him, though he can still use the Kill Team pool of points also.[/spoiler]
Lastly was an option for non-standard equipment
[spoiler=Kill Team Upgrades]Kill Team Upgrades
Night Vision Goggles - 2pts per model
In games that use the Night Fighting rules, a model with this upgrade is unaffected.
Silenced Weaponry (Kill Team only) - 4pts per model per Weapon upgraded
The Defending player must re-roll successful Kalxon Counter Rolls against Kill Team shoting attacks with a Silenced gun.
No Heavy Weapons may be upgraded, unles they have the Sniper Special Rule.
Tranquilizer Rounds (Kill Team only) - 3pts per model per weapon upgraded
A weapon with Tranquilizer Rounds is used as normal, however instead of "Killing" the target, they are knocked unconcious.
Unconcious Defenders may be awoken by other defending models, and the Defending player may add a Klaxon Counter on a D6 roll of 5+. This can't forced to re-roll due to the Silenced Weaponry upgrade.
Medi-packs (Defenders only) - 10pts per model
Up to three Defender Models may be equiped with Medi-packs (Medi-packs chosen from the Defenders Codex do not count towards this). A model with a Medi-pack confers Feel no Pain 5+ to all friendly models within 3", but cannot shoot it the subsequent turn this is used (regardless of a successful roll).
Medi-packs chosen from the Defenders' codex keep the normal rules, in addition to the rules written here.
Non-standard Equipment (Defenders Only) - variable pts per model
Up to five Defender models may be equipped with non-standard equipment. They replace their main weapon for one of the following (Rules and Weapon Profiles can be found in the Warhammer 40k Rulebook pages 56-61):
- Imperial Shotgun (free)
- Space Marine Shotgun (2pts per model)
- Sniper Rifle (5pts per model)
- Heavy Chainsword (7pts per model)
- Hot-shot Lasgun (10pts per model)
If you're playing as a non-Imperial Defender, you can of course create your own names for these weapons, but make sure to follow the correct weapon profiles, and ensure your opponent knows who has what.[/spoiler]
Hope I've gien you some extra brain-fuel, even if it is something you may have considered before.