Hi, I am an up-and-coming game designer, and I came up with some rules that might work as a further supplement for the game, not so much a 2nd edition, but an add-on to the expansion.
1) Nuke does Collateral Damage, and THREE Splash Damage, not just 2, and has Detector. The cost of Nuke is now 2m2g.
2) Terran Ghosts have a new Technology Card, called Ocular Implants, which upon research, enters your play area, and allows any casualties inflicted by the Ghost as a Frontline Unit, to be chosen by the controlling player. In addition, Frontline Ghosts gain +1 Attack. The cost of Ocular Implants is 1m1g.
3) Arbiter's Recall transports up to the maximum number of units allowable by the unit limit in the area controlled by the Arbiter, from the selected planet to the active planet.
4) The information of the Arbiter on the Faction sheet should put +1 Support, together with Assist.
5) Infested Terrans do Ground Splash Damage and have Burrow.
6) Cloaking works by allowing both enemy and friendly units to occupy the same contested area, without battling, as long as all units on both sides of the battle have Cloaking and no Detection. If that isn't the case, the side that has less units Cloaked are forced to Withdraw.
7) Spawn Broodlings actually produces 2 little Broodlings, that can be controlled, takes up none of the unit limit in an area, and always uses the minor values of any Combat Card. Their Support value is 0.
8) Archons should do +2 Support, instead of +1.
9) Zergs in the computer game have the most Detectors available. It isn't reasonable that in the board game, it is not replicated in a similar way. Overlords have a new Technology Card that goes into the play area, called Antennae, in which an Overlord grants Detection to a single skirmish, when attacking an area with Cloaked enemy units, but however is lost and destroyed if the battle is unsuccessful and control of the area is lost, if any enemy in that particular skirmish can attack air. This means that the attacker may not Retreat back into the planet the Overlord originally transported from. The cost of Antennae is 1m.
10) Stimpacks should offer Ground Splash Damage against Marines, Zealots and Zerglings, if the Frontline unit is a Firebat.
Edited by Calixtus