A system for giving specific orders to units in the shooting phase, now with off-putting wall of text removed from the first post. I didn't do this this because I felt like adding orders to the game, it developed from another objective I was thinking about, so do read the following two posts before forming an opinion.
The leader of a unit of Infantry or Jump Infantry may give one of these orders in the shooting phase, before any shooting for the rest of the squad is resolved. Take a Leadership test - if passed, the order is carried out as described. If failed, nothing happens and the unit acts as normal. The squad leader may not make a shooting attack in the same turn as issuing an order, but this does not otherwise count as shooting, so he may give orders if Running or Pinned, for instance (although being given an order does not allow a unit to do something they would otherwise be prevented from).
--DEAL WITH IT! One model in the squad may fire at a different target to the rest of the unit this turn. May not be issued by a unit leader to an Independent Character.
--OPEN FIRE! This turn, Rapid Fire weapons in the squad may fire twice up to the maximum range of the weapon if the unit remained stationary in the movement phase, or once up to maximum range if it moved.
--TAKE COVER!* The unit's cover saves are increased by +1. In addition, the enemy must roll to spot the unit using the Night Fighting rules, and if failed, may still fire but the unit Taking Cover gains a further +1 to its cover save.
All Rapid Fire, Blast and Template weapons, and all other weapons with at least two shots, gain the Pinning rule when fired at a unit Taking Cover.
Units lose the effect of this order when they move, are engaged in close combat, or carry out the Brace For Charge! order - otherwise it remains in effect.
--PULL IT TOGETHER! The unit immediately recovers from Pinning. They count as having moved in the Movement Phase but otherwise are free to act as normal for the rest of the turn.
--BRACE FOR CHARGE! If assaulted while Braced, the models in the squad gain any and all bonuses for charging, just as if they had charged themselves. Units lose the effect of this order when they move, are engaged in close combat, or carry out the Take Cover! order - otherwise it remains in effect.
--WITH ME!** The unit gains the Fleet rule for the remainder of their turn. Units who have the Fleet rule anyway roll 3 dice and choose the highest roll.
*Units that for whatever reason cannot be pinned (such as Fearless units) may not use the Take Cover! order.
**Units with a 2+ armour save may not use the With Me! order.
OPTIONAL: Speed things up by dropping the Ld test, just have it as a free choice of 'attitude', essentially just a system where we can describe what a unit is doing as well as just where it is.