2-state is impossible, but here's a 3-state rule with all the patterns you posted:
Code:
Select all
x = 124, y = 119, rule = B468S02357_3state
71.BA6.A6.3A4.3A6.3A$46.2B6.2B5.2B6.AB.AB3.AB.BA4.A2.A3.A2.A5.A2.A$48.
B11.B2.B6.B.BA4.B.B5.A6.A8.A$45.B7.B2.B29.A6.A8.A$70.A16.A.A3.A8.A$94.
A.A5.A$31.A7.3A61.A.A$30.A.A6.A$29.AB.A7.A$17.A11.A$16.2A$15.A.A96.A$
14.3A96.A.A$2.3A108.2AB6.A$.A2.A15.3A90.2A6.ABA$A3.A14.A.A$A2.A15.2A$
3A16.A3$21.A$21.A$21.A13$53.2A4.A14.A10.2A9.2A14.2A$27.B3.A.B3.A4.B4.
A6.A3.2A8.A4.A.A3.2A3.A.A3.AB3.A.A10.2A2.A.A$25.A.2B3.B4.2B2.BA4.A3.A
6.2A3.2A2.A.A2.A.A3.A.A2.A.A3.A.A2.A.A3.2A.A2.A2.A4.A$25.B.B3.2A3.B.A
2.AB4.A3.2A5.A4.2A3.A4.A5.A4.A4.BA3.2A4.A.2A2.2A6.2A6$70.B$70.B$70.B$
70.B$70.B$70.B$70.B$70.B$70.B$70.B$70.B6$72.ABA$71.A3.A$70.A5.A$71.A3.
A$72.ABA52$79.A$78.3A$78.A.A!
@RULE B468S02357_3state
@COLORS
0 0,0,0
1 255,255,255
2 0,255,255
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var a7 = a6
var a8 = a7
var a9 = a8
# B2 spaceships
0 2,2,0,0,0,0,0,0 2
0 2,0,2,0,0,0,0,0 2
0 2,0,0,2,0,0,0,0 2
# HighLife replicator
0 1,1,1,0,0,0,0,0 1
0 1,1,1,0,1,1,1,0 1
1 1,1,0,0,0,0,0,0 1
1 1,0,1,0,1,0,0,0 1
1 1,1,0,1,0,0,0,0 1
0 0,1,1,1,0,0,0,0 1
0 0,1,0,1,0,1,0,0 1
1 0,1,1,1,0,0,0,0 1
1 1,0,1,1,0,0,0,0 1
1 1,0,1,0,0,0,0,0 1
1 1,1,0,0,1,0,0,0 1
1 1,0,0,1,0,0,0,0 1
1 0,1,0,0,0,1,0,0 1
0 1,0,1,1,0,0,0,0 1
1 1,0,0,0,1,0,0,0 1
0 1,0,1,0,0,1,0,0 1
0 1,1,0,0,1,0,0,0 1
1 1,1,0,0,0,1,0,0 1
0 1,1,0,1,0,0,0,0 1
1 1,1,1,0,0,0,0,0 1
0 1,1,0,0,0,1,0,0 1
1 0,1,0,1,0,0,0,0 1
1 1,0,0,1,0,1,0,0 1
1 0,1,0,1,0,1,0,0 1
# bomber
1 1,2,0,0,0,2,0,0 1
0 1,0,1,0,1,0,0,0 2
2 1,1,0,0,1,0,0,0 1
1 1,0,1,2,0,0,0,0 2
1 2,0,1,1,0,0,0,0 1
0 1,2,0,0,1,0,0,0 2
0 1,1,1,1,0,1,1,0 1
1 1,0,1,0,0,1,0,0 1
1 0,2,0,1,0,0,0,0 1
2 1,0,0,1,0,1,0,0 1
0 1,0,2,1,0,0,0,0 1
2 1,0,1,0,0,1,0,0 1
# 1D replicator
0 0,2,2,2,0,0,0,0 2
0 0,2,1,0,1,2,0,0 2
2 2,0,0,0,2,0,0,0 2
# Other replicator
0 1,0,1,2,0,0,0,0 1
0 0,1,2,1,0,0,0,0 1
1 2,0,0,1,0,0,0,0 2
0 0,1,1,1,0,1,1,1 2
1 0,1,2,1,0,0,0,0 2
0 1,2,1,0,0,0,0,0 1
1 0,2,0,2,0,0,0,0 2
0 2,1,1,0,0,0,0,0 1
2 1,1,0,1,0,0,0,0 1
0 2,1,1,1,2,0,1,0 1
0 2,1,0,1,0,0,0,0 1
0 0,2,0,1,0,1,0,0 1
1 1,2,0,0,0,0,0,0 1
1 2,0,1,0,0,0,0,0 2
2 0,1,1,1,0,0,0,0 2
1 1,0,2,0,1,0,0,0 2
1 1,2,1,0,0,1,0,0 2
1 2,1,1,0,0,0,0,0 1
1 2,1,0,0,0,1,0,0 1
2 1,0,1,1,0,0,0,0 1
1 1,0,2,1,0,0,0,0 2
2 1,1,1,0,0,0,0,0 1
0 0,2,1,1,0,1,1,2 2
2 1,0,0,1,0,0,0,0 2
0 2,1,0,0,0,2,0,0 1
0 2,0,1,1,0,0,0,0 1
1 1,0,0,2,0,0,0,0 1
0 0,2,1,1,0,0,0,0 2
0 1,0,2,0,1,0,0,0 1
2 0,1,0,1,0,0,0,0 1
0 2,0,0,2,0,2,0,0 1
0 2,0,1,0,2,0,0,0 2
1 2,2,2,0,0,0,0,0 1
0 0,1,2,1,0,1,2,1 2
0 0,2,1,2,0,0,0,0 2
2 1,1,0,0,0,0,0,0 1
0 0,2,1,2,0,2,1,2 2
1 2,2,1,0,0,0,0,0 1
0 1,0,0,2,0,2,0,0 1
0 2,0,2,0,2,0,0,0 2
0 2,0,2,1,0,0,0,0 1
2 1,0,0,2,0,2,0,0 1
1 2,2,1,0,0,1,0,0 2
1 2,1,0,0,0,0,0,0 1
2 1,0,1,0,1,0,0,0 2
# c/4d
1 1,2,1,0,0,0,0,0 1
# ship
1 2,1,0,1,0,0,0,0 1
2 1,0,1,0,0,0,0,0 2
# p4 osc 1
2 1,2,0,0,0,0,0,0 2
0 2,1,2,0,0,0,0,0 1
1 2,1,2,0,2,0,0,0 1
2 1,2,1,2,0,0,0,0 2
# p4 osc 2
1 2,2,0,0,0,0,0,0 2
2 1,0,2,1,0,2,0,0 2
0 2,2,1,0,0,0,0,0 1
# p4 osc 3
2 1,0,1,0,2,1,0,0 2
0 2,0,2,0,1,0,0,0 1
2 1,1,0,1,0,2,0,0 2
# p8 osc
0 2,2,2,0,0,0,0,0 2
2 2,0,2,0,2,0,0,0 2
2 2,2,0,0,0,0,0,0 1
0 2,2,0,1,0,0,0,0 2
1 2,0,2,0,2,0,0,0 2
1 2,0,2,0,0,0,0,0 1
# 2c/8
0 1,0,0,1,0,1,0,0 1
0 0,1,1,1,1,1,0,1 2
0 1,2,1,1,1,0,1,0 1
0 2,1,1,1,1,1,1,0 1
0 1,2,0,1,0,0,0,0 1
# Climbing C
1 2,0,1,2,0,0,0,0 2
1 2,1,2,0,1,2,0,0 2
2 2,1,0,0,0,0,0,0 2
2 2,0,1,0,0,1,0,0 1
1 2,1,2,0,1,1,0,0 2
2 0,1,2,1,0,0,0,0 2
2 1,0,2,0,1,0,0,0 1
2 2,0,1,0,0,2,0,0 1
2 1,1,0,2,0,0,0,0 1
0 0,2,0,2,0,1,0,0 1
# fix replicator
0 2,1,1,1,2,0,2,0 2
# fix bomber
0 2,2,1,2,2,0,1,0 1
1 2,0,2,1,0,0,0,0 1
a1 a2,a3,a4,a5,a6,a7,a8,a9 0
This rule also has a pi-heptomino quadrep that never works in 2-state INT. Unfortunately, this rule is explosive because of B2a.