I am continuing to mess around with my activation mechanism for the SciFi rules. Having opted for option 2 (as described in my previous post) where I roll an extra "Turn" dice when rolling for control, and ending the turn if a 1 is rolled. I have now played a couple of games and the "Turn" dice is working for me. Additionally, when a 6 is rolled the player winning control can either remove an activation from a unit, potentially allowing a unit two actions in a turn, or add 2 extra dice when attacking (an increased weapon strength suggested by Kaptain Kobold). These help add some little surprises when playing solo games.
A couple of pictures from one of the games.
A test game in progress - Space Marines vs. Necrons