My gaming group loves Comrades. They add a unique element and really help to establish the feel of being a Guardsman .
Here are some options we think add to the utility of the common Guardsman Comrade:
Suppress That! (Half Action)
A Comrade adds -5% penalty to Pinning Tests and +1 RoF when making attacks within the area of fire.
Prerequisite: Fellowship 40
Aptitudes: Fellowship, Leadership
The character has command potential and has been promoted to Fireteam Leader. This character can have up to four Guardsman attached. Each Comrade adds his bonus as normal. When issuing a Comrade Order the character issues the same order to all Guardsman attached to him and within Cohesion.
Notes & Reasoning:
The Suppression mechanic is merely a continuation of establish buffs and abilities of Comrades. Initially we had the comrade add only +5% to Pinning Tests but we feel the extra attack is also relevant and not over-powered when compared to a heavy weapon such as the Heavy Stubber.
Allowing multiple comrades to stack bonuses on to character actions seems perfectly fine and helps develop the power of the character without making him some super-hero capable of taking on a Chaos Marine single-handed. Assuming the characters had their Class Comrade Advances, this means an Operator with the Fireteam Leader Talent could operate a Leman Russ Tank "by himself". For a Medic with the Talent, this mean the character could offer extended care to a larger number of patients using Medicae Auxilia but he could still only treat one person at time with Field Treatment, although his comrades could be in position to treat a different character each turn.