My set of them just landed and I just finished reading them and generated a few scenarios with them and they seem like a handy little tool to generate random scenarios.
@cardyfreak is right that they seem to lack the flavour of some of the more creative scenarios, but there is a fair bit of variation in deployment zones and objectives that make it quite useful. The real variety though will come from the perils and the loot decks which will make each game run differently.
I think that the deployment zone card for “sniping range” might have coloured in the wrong zones though as it asks each gang to set up within 12” of either side of the centre line of the board, where I think snipers range would be at least 12” either side of the centre line.
For the deployment zones there are 4 that have you set up within a certain distance from the centre line of the board (4”, 6”, 12”, and 6” with reinforcements), 2 that give you 3 deployments zones along opposite board edges (1 has reinforcements), 2 that have 2 deployments zones each in opposite corners (1 with reinforcements), 1 that splits the bird into 6 zones that alternate deployment, 1 that sets up the defender in the centre surrounded by the attacker, 1 that does the same but with sneak attack special rules, 1 that splits the bird down the middle that has sneak attack special rules.
The objectives seem to fall into three main categories of objective holding, getting fighters to the edge of the board, or wiping out the enemy. 7 are objective based with between 1-3 objectives being placed on the board in different spots and the gangs trying their best to secure objectives and get to 3VPs, or one where you need to hold the centre of the board. 3 are trying to wipe out the enemy or not get wiped out, 1 is just be the last gang on the board, 1 is for the defender to have at least on fighter still on the battlefield at the end of round 9, the last one is for the attacker to seriously injure or take out of action at least half of the defender. The last 2 are about getting to or staying on a board edge.
The objective cards rewards are a bit samey. Most are 1xp for taking part, D3 rep for the winner, 2d6x10 credits for the winner and d6x10 credits for the loser. There is one that gives the winner d3x10 credits instead, and one that gives an extra cup for fighters still on the board at the end of the game.
The Loot cards rewards are all a bit samey as well with 9 giving d6x10 credits, 2 giving 2d6x10 credits, and 1 giving 1 rep. However they need you to do all sorts of things to earn the reward that don’t alway line up with your actual objectives or the deployment zones. The requirements can be anything from having a fighter in all four board edges to taking a specific fighter out of action to having one of your fighters taken out of action, to kidnapping an NPC.
The hive perils are varied. Some are just existing rules (Pitch Black, Horrors in the Dark, Ammo Shortage), some apply weapon effects to all fighters (all weapons gain rad-phage, blaze happens on a 3+), plus a bunch of other stuff (blasts cause falling debris, hive critters run around the bird attacking people, Brady lairs get put on the board, fighters can shoot through walls, etc.).
there will be a fair bit of variety in games from these but if you want to do something special you are still better off digging through the books or making your own scenarios up.