Unnatural Characteristics changed rather significantly from deathwatch to Black Crusade and I felt most of it was a very positive change. the one thing that bothers me though is that individuals with Unnatural Characteristics have no better chance of succeeding at there tasks than those without them, Yes if they do pass a test they get extra degrees of success but only if they already passed the test. This leads to superhumanly strong and tough creatures who are no more likely to shake off the effects of poison or stunning than those who lack there enhanced abilities. It also prevents such superhuman individuals from ever barely passing a test its either failure or a minimum of multiple degrees of success. (space marines either fail a toughness test or get 3+ degrees of success)
In Earlier Versions of these rules Unnatural Characteristics lowered the difficulty of tests but due to the changes in the way Unnatural's work this is no longer easily done. So my hack for this system is actually very simple remove the last line of the trait. Unnatural Characteristics always adds 1/2 there value in bonus degrees of success to all rolls, Degrees of failure cancel out degrees of success on a one for one basis. Zero degrees of success is a failure.
Hence 1-2 Unnatural Characteristics have the same success odds as none 3-4 is roughly equal to 10% higher stat, 5-6 is around 20% exc. This allows marines and augmented, marked, and mutated humans to fail by a small margin and still barely succeed. It makes a naked average space marine more likely to win a grapple than a normal human with above average strength.
Now this could have some unseen problems with some stats though they should be minor the only one I would address right now is those odd psyker powers like warptime that grant unnatural characteristics. Most people seem to think warp time is a bit overpowered as is and with this house rule would be even stronger so I am just going to have warptime and most powers like it grant 1/2 psy rating rather than full, perhaps 1/2 round down. then again I think I would rather see warptime as granting rerolls but thats something to look at another day.
Now on to Multiple Arms I always hesitate when I come across something that grants extra attacks in deathwatch it was strong but not brutally so generally just one more attack bringing most creatures with it up to 4 if they had lighting attack. 4 possible hits of which with the right talents 3 might be avoidable with luck. In black Crusade though it grants 1/2 its value in extra attacks all of which can be lighting attacks and only two of those can possible be defended against in most cases. Not only is that extra deadly but also slows things down when something like a genestealer is making 4 full auto style attacks each causing multiple hits its alot of rolling. I am happy to have multiple armed opponents be very dangerous but perhaps a bit less so and a bit faster.
My house rule for Multiple Arms is a quick rewrite
Multiple Arms (X)
This creature has more than one pair of arms. The exact number of arms is indicated in parenthesis (X), So a Genestealer with Multiple Arms (4) has four arms total. It gains a +10 bonus on Athletics tests involving climbing, and swimming. In addition for each pair of arms it has--the Multiple Arms value divided by 2--- it gains bonus degrees of success on all Swift Attack and Lighting attack actions. A Creature with multiple arms and two weapon wielder gains this bonus on both attacks. A creature that lacks the talents Swift Attack and/or Lighting attack may still take the swift attack action due to there multiple arms. In the unusual event of a creature wielding multiple different weapons in there multiple arms they must choose one to make each attack with the extra weapons are assumed to be used to create openings and assist the primary weapon.
not sure i needed to include all that stuff about different weapons in the multiple arms trait but i wanted it to be clear.
so how awful are these house rules and how and why do they break the game?