TEXT: To the occupants of the Underhive, rat-
  shooting is sport. Standing high above the
  dome floors, they practice their aim and
  hone their skills, shooting the giant rats that
  scurry frantically beneath. Not just target
  practice, rat-shooting is something to bet
  on, with gangs employing their best shots to
  shark their rivals for profit. In Tbe Rat Sboot
  scenario, gangs enter such a contest for
  personal 
  elan 
  and, 
  perhaps 
  more
  importantly, profit.
  TERRAIl{
  The terrain is set up in the usual fashion,
  though take care to ensure there is alarge,
  mostly open space on the lowest level of the
  table, and several walkways above it,
  anywhere from 6: to 12" off the table floor
  and as well interconnected as possible.
  RATS. THE FODDER
  The number of giant rats (though any
  similar creature will work just as well) is
  determined by rolling a D6 for each fighter
  taking part in the competition and adding
  the results together. The rats are deployed
  on the lowest level of the table, within 4" of
  at least one other rat, and at least 12" from
  any table edge.
  GAl{GS
  This scenario is open to as many gangs (or
  even individuals) as can possibly be
  convinced to participate. The players agree
  how many fighters to use, and may choose
  those taking part from the Gang roster. If
  many players are participating, it's probably
  best for each player to just use their best
  shooter.
  The gangs deploy after the rats have been
  placed on the table. Each fighter must be
  within 4" of at least one other gang member
  (unless they are a lone participant of
  course) and each gang should set up no
  more than L2" away from another gang.
  Rapid fire and template weapons are not
  allowed in the Rat-shoot.
  BEGII{NI]{G 
  THE GAME
  To begin the game, each fighter rolls a D6
  and adds their Initiative, iust like in the
  Shoot Out scenario from the main book
  (note that the skill Quickdraw 
  is effective
  here). The fighter with the highest score
  goes first, and so on down the line.
  MOUII{G 
  RATS
  Once all the shooters have taken their turn,
  the rats move their normal movement in
  random directions (use a Games Workshop
  scatter dice, or spin a pencil). They will
  generally not climb onto structures unless
  otherwise presented with a dead end, but
  they will attack as normal if the players get
  within charge range.
  E]{DI]{G 
  THE GAME
  The 
  players 
  should 
  agree between
  themselves on a number of pelts. Once any
  one fighter has collected the requisite
  number of pelts, he (and his gang) wins the
  game. Rats are automatically killed if
  wounded.
  EXPERIEl{CE
  The following experience is given after the
  game:
  +D6 
  SurvMng
  +D6 
  Each rat taken out
  +5 
  Per wounding hit not on a rat
  +5 
  For the shooter with the most pelts
  +5 
  For the winning gang leader
  SPEGIAT 
  I]{GOME
  The fighters can collect the pelts of the rats
  they kill and sell them for D6x5 creds per
  rat. The winning fighter doubles his total
  due to the contests purse, gambling share
  ,and so on.
  SPECIAT 
  VARIATIOI{S
  A number of things can happen in this
  scenario. There is nothing preventing the
  gangs from attacking each other, though any
  gang who attacks another will not gain any
  special income from the game (even if it was
  attacked first).
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/02 Necromunda - 1st Edition (1995)/Senarios/the_rat_shoot.pdf