Ok, after a bit of thought I throw out some suggestions for one off play.
The Great House fleets are not quite as well trained or disiplined as the majority of the Centauri Royal Navy. All Great house fleets fight at +2 Initiative unless noted otherwise. Aditionally, only a single Battle level choice may be included in the fleet list, and No War level choices are allowed. All auxillary craft in service to the Great House Fleets are the older Raziks.
House Ardo - Traders -
The wealth of the tradering families of house Ardo are able to afford more patrol and escort ships for their convoys protection than most other houses, though the confidence of these crews often leaves a lot to be desired. However confident they are skirmishing against raiders, they are not familiar with big fleet engagements.
Bonuses: House Ardo gains a free FAP of (CQ3) Haven patrol boats (so a Raid level game will bring 3 Haven). When fighting at Patrol or Skirmish House Ardo fights at +3 Initiative, when fighting at Battle or War House Ardo is at +1 Initiative.
House Durnado - Military Tech
With their skilled work crews and creative designers, vessels built at House Durnado's extensive shipyard facilities are in great demand throughout Centauri space. Indeed, almost every Octurion built to date have been launched from House Durnado's yards.
Bonus: Testbed vessels, continually trying to improve on their hull designs most Durnado ships have been modified in some way to test new systems or weapons configurations. Each ship receives one roll on the Centauri Refit Table. Aditionally, up to half of House Durnado's Raziks may be upgraded to Sentris.
House Hessius - Jumpgates / alien Tech
With the knowledge of Jump Gates and Jump Engines and hyperspace theory, the ships of house Hessius benefit from more efficient Jump Engines then most of the Centauri fleet. All ships with a Jump Point have an Advanced Jump Point instead but their jump points still scatter like regular jump points. House Hessius gets to deploy one additional FAP (and 1 FAP if the scenario normally permits none) per scenario in Hyperspace.
House Kodiro - slavery and politics
The loss of a few souls to the emptiness of space means little to House Kodiro, as long as it isn't them who is losing the life. Subjects are placed in bad, cramped quarters on-ship until loaded in Breaching Pods and used as Marines. The open promise is that capture of a ship will result in full citizenship for all survivors. It has never been confirmed that such a instance has ever been actually granted, however.
Life is Cheap: All Raid-or above house Kodiro ships come with 2 addtional wings of Breaching Pods, all Skirmish and below ships come with 1 additional Breaching Pod wing. However, all ships brought to zero crew by these Breaching Pods are considered destroyed, not captured for victory point purposes - the new commanders of the captured vessels are now armed, and certainly aren't trustworthy. These breaching pods do not consume troops on board the Kodiro ships as normal pods do. Reduce the number of troops on board each House Kodiro ship by 1; these are necessary to make sure the slave shock troops are contained during combat.
House Lurshan - Food - Logistics
The logistic expertise of House Lurshan ensures that all their soldiers re-supply needs are met. As a result, the increased morale amongst House Lurshan crews motivates them better than the harsh dicipline of other houses and plenty of spare parts means that their ships can be repaired easier. House Lurshan crews may make any single CQ roll (or Damage Control) an automatic success, once per game.
House Mollari - Bankers and Military Connections
Debts are owed to House Mollari by many of the other Great Houses and even the Royal Court, a House Mollari fleet may take the field with an extra FAP of ships (at CQ 3) and may ignore the Battle level restrictions on the House fleets.
House Orestres - Espionage
The spies and assasins of House Orestres are feared through the Republic and whispered about by alien governements.
Bonuses: House Orestes always receives the benefit of a scout re-roll for deplyment and 1st turn irrespective of whether their opponent has more scouts than them. Additionally, through re-directed or falsified transfer orders or by a convienient 'accidents' each enemy vessel is reduced to Crew Quality 3 on a D6 roll of 5+ for that engagement through the confusion sewn by their agents Any fleet specific special rules such as Ranger Training, Vree Telepathy etc. would still provide it's bonus as normal. House Orestres fights at +1 Initiative.
House Refa - Weapons Tech
Over the years the scientists and technicians of House Refa have improved on the efficiency and the designs of the Twin Array. Each ship fielded by House Refa has +1AD on its Twin Array Systems.
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