Optimal Missiles

Additional Modules/Fit Kit to bring:

-1x Large Shield Extender II (high influence fit)
-1x Large Remote Shield Booster II (spare reps)
-1x Small Tractor Beam II (emergency MTAC)
-1x Mobile Depot (allows in-site refit)

High End Ship with perfectly tuned fits


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High Skill RNI - HQ



Generally, and down to FC discretion, one Golem or RNI is usually part of preferred fleet comp due to the application of target painters. One spot is not a lot, however, so training to another weapon system is advised.


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Golem - HQ



Generally, and down to FC discretion, one golem or RNI is usually part of preferred fleet comp due to the application of target painters. One spot is not a lot, however, so training to another weapon system is advised.


Newbro/Starter Missiles

Starter fits to get into incursion fleet relatively easily


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New Bro RNI - HQ



This far excels the standard T1 hull, as it can apply more helpful EWAR. Unfortunately, it is still somewhat limited as it is a missile platform, and training into hybrids or projectiles while you fly this is highly recommended,


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New Bro Raven - HQ



If you can't fly a projectile/hybrid ship, and can't quite afford a Navy Issue Raven just yet, this can get you into incursions to get you the isk while you cross train to a better weapons platform. Missiles are unforunately below par compared to other weapon systems in an incursion setting.


Other Missiles

It may take some time to get into fleet, upgrading hull is advised with cash from your first incursion or sale of this original ship


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Scorpion Navy Issue & Typhoon Fleet Issue



This hull is quite below par in terms of the role it is intended to fullfill, when compared to similarly priced hulls. Switching into a Golem, RNI or indeed another weapon system is advised at your earliest convenience.