So, it's always been a house rule of mine that for any d% roll a 66 provokes one more d10. if that too is a 6, then something unexpected has happened. Something not always bad, but always trouble. I think it was borrowed from Call of Cthulu. It's caused things like grenades being a different payload then expected, a magic item being cursed or a recently-killed character coming back as a zombie without realising.
This is a variant of that, with a little more 40K. The Chaos Numbers.
When making d100 checks, a double 6,7,8 or 9 prompts a further 1d10. If you end up rolling three-of-a-kind, then the fickle forces of chaos have taken an interest in the action causing something unexpected to happen and complicate the issue. It will not turn a failure into a success, or vice versa.
66-6 Slaanesh. The prince of pleasure and keeper of secrets caresses the event. An NPC becoming incredibly attracted to the test-maker or a stray shot hits someone with useful information are examples of how Slaanesh can influence actions.
77-7 Nurgle. The lord of disease and filth corrupts the event. A bullet wound may become infected, a person develop an unpleasant itch or a sewage pipe spontaneously breaks over someone involved in the test.
88-8 Khorne. Blood for the Blood God! A wild grenade bounces into a crowded room, minor injuries bleed uncontrollably or a fight breaks out.
99-9 Tzeentch. The lord of change is mysterious, and none can hope to understand it's motives. Anything could happen.
So, what do you think? An interesting variant on critical failures, and when dealing with high enough scores they may even be mixed successes.