Level 4 missions done correctly at Tier 3 are good isk/hour, and are wicked sick isk/hour at Tier 4. Stealth bombers being the optimal ship to use, this potentially massive source of income has comparatively low skillpoint and isk barriers to entry.
Range is very important in these missions, you need to have a range of at least 50km. The longer the range the better.
Damage Per Second is also very important, the faster you can kill stuff, the faster you can get out. Also you may need at least 350 DPS to kill some of the battleship rats
Some of the battleship rats can really haul ass, and can speed-tank a lot of the damage from your torps. This skill helps negate that speed somewhat.
The following systems have State Protectorate mission agents in them- access is dependent on who currently owns the sovereignty.
Ok, first you want to grab as many level 4’s as you can. The systems with level 4 agents are listed above. You want to compare them to systems that our militia currently controls because you will NOT be able to dock in a station currently controlled by the enemy faction. The best way to do this is to look at your Faction Warfare Tab which can be found in your EVE Menu in the business section. Set waypoints to all the Lvl 4 agent stations currently controlled by our militia then optimize your route by clicking on the A next to route and selecting Optimize Route. Now you are ready to pick up missions.
The security status of the system that the mission agent is located in will affect how high the mission rewards are for that mission. The rewards will be higher from an agent in Rakapas (0.2) than one in Nourvukaiken (0.8)
There are basically 4 types of missions in FW.
You can reject 1 mission every 4 hours from the same agent without hurting standing. Reject any Collect Item Missions you get to try to get a structure or battleship target. Supply Convoys are tougher but they are doable in a group of two or three. Some Structures are tough as well, especially any that tells you to destroy a stargate. Do this one with caution. Once you get your missions you are ready to head out. Get a list of all the systems you and your fleet are going to, set your waypoints, optimize the route, then get to work.
One thing that you must understand is that FW missions appear on everyone’s overview.
Since you will be moving around in a stealth bomber. Make sure you always use your cloak. There are no bubbles in low sec so it is extremely hard (but not impossible) to catch you. Upon arriving in your mission system check local. If local is empty or blue proceed to your acceleration gate at 10km. If there is ANYONE in local you do not want to warp to the gate at 0 or 10. You want to warp at 20km or 30km cloaked and wait for a minute. Once you pop the mission and the beacon appears to everyone, hostiles might warp to the beacon to check it out. Let them do this. After a minute if no one has showed or if they have came and gone you are ready to go in. Slide through the gate, one at a time, you get in pulse your prop mod to get away from the beacon, turn on your cloak, and tell the next guy to go in. If you get targeted before you can turn your cloak on, bounce to a celestial and come back.
Once in you want to run a short range (500k km) D-Scan constantly to watch your acceleration gate. Now you find the target you are looking for. Make sure everyone is in range, find a celestial to align to that gives you good transversal, decloak, turn on prop mod, kill target, warp to celestial, repeat. Always stay aligned.
Gallente rats will use sensor dampeners to completely gimp your targetting range. Stay out of the optimal range of the damps and your sensor boosters should be able to compensate enough for you to hit things. Stay at least 40km away from damping rats.
There is no penalty for letting a mission expire, but you will take a standings hit if you quit a mission.
Stealth Bombers are the optimal ship to run Level 3 and 4 missions
Manticore and Nemesis are preferable due to Kinetic and Thermal being the weakest NPC Gallente resists.
Afterburner fits with thermal resists and MSEs are quite survivable and will usually have time to warp out if necessary.
T2 can be replaced with meta-4 if necessary, but these fits should be possible with PG and CPU Management 5 and AWU4
Use Arbalests or T2 torp launchers, the DPS is worth it over Malkuths. The damage boost from Caldari Navy torps is also worth it and may be needed to break the tank of some battleship rats.
Your torpedo range should be at least 50km with the one range rig, train Missile Bombardment and Missile Projection if you can't hit beyond 50km.
Manticore Ballistic Control System II Micro Auxiliary Power Core I 1MN Afterburner II Medium Shield Extender II Sensor Booster II, Targeting Range Script Sensor Booster II, Targeting Range Script Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Scourge Torpedo Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Scourge Torpedo Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Scourge Torpedo Covert Ops Cloaking Device II empty high slot Small Thermal Shield Reinforcer I Small Hydraulic Bay Thrusters I
Nemesis Ballistic Control System II Micro Auxiliary Power Core I 1MN Afterburner II Sensor Booster II, Targeting Range Script Sensor Booster II, Targeting Range Script Medium Shield Extender II Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Inferno Torpedo Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Inferno Torpedo Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Inferno Torpedo Covert Ops Cloaking Device II empty high slot Small Thermal Shield Reinforcer I Small Hydraulic Bay Thrusters I
Please note that this fit has not been tested solo, but is viable in small groups.
Purifier Ballistic Control System II Ballistic Control System II Signal Amplifier II 1MN Afterburner II Sensor Booster II, Targeting Range Script Medium Azeotropic Ward Salubrity I Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Mjolnir Torpedo Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Mjolnir Torpedo Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Mjolnir Torpedo Covert Ops Cloaking Device II empty high slot Small Thermal Shield Reinforcer I Small Hydraulic Bay Thrusters I
Please note that this fit has not been tested solo, but is viable in small groups.
Hound Ballistic Control System II Signal Amplifier II Micro Auxiliary Power Core I Experimental 1MN Afterburner I Sensor Booster II, Targeting Range Script Medium Azeotropic Ward Salubrity I Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Nova Torpedo Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Nova Torpedo Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Nova Torpedo Covert Ops Cloaking Device II empty high slot Small Thermal Shield Reinforcer I Small Hydraulic Bay Thrusters I
Pure range fits are paper thin, and will be volleyed off field if a rat lands a wrecking shot. If you see people complaining about how many bombers they've lost while trying to run missions then they're probably using these fits.
Manticore Ballistic Control System II Ballistic Control System II Limited 1MN Microwarpdrive I\\ Sensor Booster II, Targeting Range Script Sensor Booster II, Targeting Range Script Sensor Booster II, Targeting Range Script Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Scourge Torpedo Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Scourge Torpedo Prototype 'Arbalest' Torpedo Launcher, Caldari Navy Scourge Torpedo Covert Ops Cloaking Device II empty high slot Small Hydraulic Bay Thrusters I Small Rocket Fuel Cache Partition I
Manticore Ballistic Control System II Ballistic Control System II Limited 1MN Microwarpdrive I Sensor Booster II, Targeting Range Script Sensor Booster II, Targeting Range Script Sensor Booster II, Targeting Range Script Torpedo Launcher II, Scourge Javelin Torpedo Torpedo Launcher II, Scourge Javelin Torpedo Torpedo Launcher II, Scourge Javelin Torpedo Covert Ops Cloaking Device II empty high slot Small Hydraulic Bay Thrusters I Small Rocket Fuel Cache Partition I