Advanced Power Management: Units with this special rule begin their turn with 3 power points. During their turn the unit uses these power points to complete respective actions during the phase they are in. Example if you want to move you would use one power point.
Power points can also be spent to complete an extra action in its respective phase. Example you have a unit that moves six inches. This costs one power point. You could move an extra 6 inches by spending another power point.
Power points can be used to fire weapons. When doing this the standard weapon profile is used for each power point spent.
Power points spent in the assault phase can be used to move if the unit is capable of moving during the assault phase, extra attacks by adding unmodified attack stat per point spent and raising toughness by one per point spent.
The image that I am trying to build here is of an advanced society that is capable of manipulating its resources to gain a tactical edge.
This rule will take some play testing to get right and several rewrites will be needed.