The "overview" or "designer's notes" - also something I approve of, says it aims to be system-agnostic and asymetrical - both players may have different objectives - a primary objective, a secondary objective, and a sub-plot - and may not be aware of their foes' objectives. The missions can be weighted with different values for a campaign, and allow players who cannot accomplish their primary objective to stay in the game. Success for one army does not always mean automatic failure for another.
A two-column 18-page pdf. For $1.50 I don't expect much shiny. Home-produced, but easy enough to read and use.
At $1.50 from the Wargame Vault, Flux is a cheap source of scenario ideas.
Primary Objectives. There are 11 primary objectives - already an improvement on the 4-8 available in most rulebooks. The wording had a sci fi vibe (data theft etc) but it doesn't effect the scenarios - they can easily enough be renamed/adapted for other eras. Most are pretty par for the course, though one mission "assembly point" is one I don't think I've seen before. It is suggested the primary objective is selected by a random roll.
Secondary Objectives. These are not the "main" mission and can be selected by the player, a gamesmaster or the opposing player. The 23 secondary choices are more specific and interesting - assassinate x unit, bait enemies into a certain area, hold y objective, rescue a prisoner, etc.
Sub Plots. The 22 sub-plots add a sense of story-telling and apply only usually to a specific unit in your army. This could be useful in a campaign where success could grant a unit extra "XP" or chance of advancement. The subplot is determined like a secondary objective. This could include keeping an enemy unit alive ("double agent"), capturing a flag or even examining local flora with a medic or leader. There are quite a few variations on the assassination theme.
A useful source of ideas for scenarios and at $1.50 you can't balk at the price. A few thoughts:
*Many missions rely on plentiful buildings or terrain - a further argument for terrain in wargames.
*I'm not sure how "playtested" the missions are
*Allowing you/opponents to choose secondary missions allows players to play to their strengths.
*Not really aimed at the competitive crowd
*Sub-plots be used to "level up" specific units
*Success for one army does not automatically mean failure for another
*Assign a rating to the primary, secondary missions etc means you have a reason to keep fighting
*Good for linked games (campaigns) - can assign say 10pts for a primary, 5pts for secondary etc.
*Some missions might clash with each other
*I noticed a few scenario ideas missing i.e. "ambush" etc - more primary scenarios would be good
I've actually been borrowing Malifaux's similar primary missions+sub-plot system for many of my other skirmish games and Flux is a much much cheaper alternative. More scenarios are always good to have in your gaming repertoire.