Firestorm Muninn?
Yes! I wanted to have Fire runner, and Muninn was not used by me for anything. Range absolutely sucks, it runs slow, you spend much time chasing targets - it kinda works.
Additional word of caution: Bolerplate warning about skills + Firestorm really sucks. It is harder than other T4/T5 HACs, and I seriosuly advise against it. I just wanted T5 Fire runner.
Banner picture by Wilhelm Arcturus, from https://evepics.wordpress.com/2021/08/20/muninn/
[Muninn, Fire Sucks]
Corpum B-Type Medium Armor Repairer
Ballistic Control System II
Imperial Navy Multispectrum Energized Membrane
Reactive Armor Hardener
Ballistic Control System II
Corpum B-Type Medium Armor Repairer
10MN Afterburner II
Federation Navy Stasis Webifier
Republic Fleet Medium Cap Battery
Thukker Large Cap Battery
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Medium Auxiliary Nano Pump II
Medium Auxiliary Nano Pump II
Caldari Navy Hornet x5
Standard Crash Booster
Agency 'Pyrolancea' DB5 Dose II
Inferno Javelin Heavy Assault Missile x2500
Inferno Rage Heavy Assault Missile x7500
Caldari Navy Inferno Heavy Assault Missile x10000
Nanite Repair Paste x200
As with other missile ships, Crash is absolutely necessary. Pyro kinda as well, as you will suffer from low-ish DPS.
Dual Bat, dual Reps - I usually leave both reppers running and it's fine.
Reset RAH every room, it can help a lot
For T5 I'm checking if 2x Vespas aren't better - they will have a bit lower DPS, but will live longer. Hornets are squishy.
T2 BCSes, implantless - but everything else can't be downgraded. It will be tight anyway.
How to fly it?
Don't.
Well, I guess you really want to fly Muninn in Firestorm, don't you? :D
Range is an issue. The it's probably the biggest issues you will have. Most enemies play nicely, but some require chasing around, which is slow
Everything has more Armor. You too, so you got a bit more buffer. Enemies as well, which means your clear times will be slower
AB always on, Reppers not necessarily - but you can leave them on until you find a lot of Neuts
T5 is in the works, but it will be expensive and will potentially die - so I'm not sure if you should follow that path :)
Slightly more prioritization has to be given to enemies start damaged and rep over time, as they will make runs more longer than usual
General advice is the same as for other Missiles HACs - not sure what I can add more :)
I briefly considered Cerberus as well - it has more or less same DPS, but much better range. It would be better option IMO, and cheaper at that. We will see.
Tessella
Threat Level: Low
Quick Tips:
Annoying EWAR first
Don't stay inside the swarm
Blue Cloud is your friend
If they are all the same flavour - it gets easier, your RAH will adjust
Notes: Generally easily tankable, but Tessellas are small and fast - you will not hit them without webs. Web them, kill them, easy room.
Tessera
Threat Level: Medium
Quick Tips:
Stay more than 15km away
If they get closer - web them to slow them down
You can tank 2 of them - barely
Notes: Will hit you hard if you let them. Don't let them :) Remove all Snarecasters as soon as possible (if there are any), and keep in mind that they will absolutely mangle your drones, keep them in bay. Not a very dangerous wave, but requires a bit of caution.
Overmind
Threat Level: Low / Medium
Quick Tips:
Try to grab Biocache on the way to Overmind
Get close, web it, RAGE!!
In T5 it will get web - don't get surprised ;) It has 15km range, so it's easy to get caught.
Notes: Not much to add - remove all junk, get close, web it, kill it. Timewaster, but not exactly hard spawn.
Kikimoras
Threat Level: Medium
Quick Tips:
As in all Trig rooms, your RAH will help to offset spooling effect a bit
Kinda hard room, but nothing scary if you get to removing them quickly
Notes: Use Navy missiles, anything else will miss a lot. General priority is Neuts -> Guidance Disruption, unless there's too much Guidance Disruption and Neuts are manageable. You'll figure it out ;) Keep in mind that you are a bit faster than in other weathers, and since enemies do not understand that turret range is shorter - breaking spool is easier. Be aware where White Clouds are - you might need them to break spool.
Vedmaks
Threat Level: Medium
Quick Tips:
Vedmaks can deal significant amount of damage
They tend to stay just outside of your web range - either web one that's in range, or heat web for few cycles
Notes: Same advice as for Kikis, just more. Bigger ships, so you'll get more incoming DPS, but also better application. Starvings are priority, as they drain 18 GJ/s - that's scary if you have 5 of them on grid.
Vila
Threat Level: Medium
Quick Tips:
Generic room, but not many ships
Keep drones in bay or pay attention, as swarmers may attack them
Notes: Get close -> Web -> Navy, not Rage! Navy is required to have any chance of hitting them.
Leshaks
Threat Level: Medium / High
Quick Tips:
Load Javelin immediately, even if they seem close
Renewing -> Starving -> Tangling
Notes: They come pre-damaged for our convenience :) Swapping to Javelin is absolutely necessary, because they will try to run away - and catchin them wastes too much time. The sooner you damage them, the faster it gets.
Lucid Sleepers
Threat Level: Low
Quick Tips:
EWAR can get annoying, kill small stuff during approach
Sentinels have tricky name, Webs are generally annoying
Notes: Overall easy room, I didn't had much issues. Maybe with bad EWAR combination it would get worse, if yes - let me know
Ephialtes Sleepers or Scylla Drifters
Threat Level: Low
Quick Tips:
Not much dangerous EWAR, just a lot of EHP to kill
If EWAR happens, remove in standard order
Scyllas do have the same name, you need to watch "Type" column in your overview
Notes: Get close, web them, shoot them
Deepwatchers
Threat Level: Low
Quick Tips:
They will stay close to conduit, orbit them and shoot
When webbed they tend to stay close to conduit - that makes finishing the room faster
Small stuff can be killed on approach, after they are dead remember to collect your drones
Notes: Should cause too much trouble
Karybdis Tyrannos
Threat Level: Medium
Quick Tips:
Spiral in, don't hit wall, kill it with fire
Don't approach straight, but collect biocache on the way
Leave small stuff for the end
Notes: Karen, nothing to add.
Thunderchild
Threat Level: Medium
Quick Tips:
Drones in, or they will pop
Edencom will pop your cache for you, which is "Pro Move" - do it ;)
Notes: Not much more to add
Marshal
Threat Level: Medium / High
Quick Tips:
Even if there's a lot of BSes, use Navy missiles
Marshals use missiles - speed matters, but transversal does not. Approach them straight to close distance fast.
They are not affected by weather penalty - but the bonus to speed helps mitigate damage. Move fast.
Notes: Marshals deal TH or EX - TH being a bit low on Sacrilege. On top of that, they have quite big Alpha, and all shoot together. This means that your RAH will adjust slowly, which means you'll get hit a bit. Sit tight, heat Reppers if you have to,
Sansha
Threat Level: Medium
Quick Tips:
Knight would be priority, unless there's too many Smiths or Heralds - take them first
Load Mjolnirs, and they will die fast
Knights tend to stay far away, Heralds can easily Disrupt you enough so you're not able to hit them
Notes: room can be tricky, but it's not particularly dangerous. TBD if more info needed.
Angels
Threat Level: Medium
Quick Tips:
Fury on the approach, then Cynabal -> Elite Cynabal -> Dramiel -> Elite Dramiel
They will switch to drones eventually, and since your Vespas can survive a bit - it's a nice break
Even with penalty to range they will hit - they have quite good falloff
Notes: Isn't as scary as in Hawks, but do not underestimate this room. Angels are faster than you, and they will control the range - good thing is they want to close it :)