Instantiating Rigidbodies on PhotonNetwork? Am I doing it wrong?

I’ve been working on a small multiplayer project with a friend, and I am attempting to create a script that will handle instantiating thrown objects, like grenades or other objects, using PhotonNetwork.Instantiate in C#. I keep receiving an error that says;

“Error CS0029: Cannot implicitly convert type ‘UnityEngine.GameObject’ to ‘UnityEngine.Rigidbody’”

This makes sense to me, but the problem comes along when I review the code, just saying I am a bit new to C# with Unity so I need some help figuring out why this is wrong:

void throwObject () {

		// throws the specified object. (Needs to be a rigidbody)
		Rigidbody objectToThrow;
		objectToThrow = PhotonNetwork.Instantiate( selectedObject, transform.position, transform.rotation, 0 ) ;
		objectToThrow.velocity = transform.TransformDirection(Vector3.forward * throwForce);
		
	}
`
`

public Rigidbody Missile;
public float MissileForce = 5500.0f;
public AudioClip MissileSound;

void ShootMissile()
{
	if(missilecooldown > 0) {
		return;
	}

	//Debug.Log ("Firing our Missiles!");

	GetComponent<PhotonView>().RPC ("MissileActive", PhotonTargets.All);
	missilecooldown = missilefireRate;
	audio.PlayOneShot(MissileSound);

}

[RPC]
private void MissileActive()
{

	Rigidbody clone;
	clone = Instantiate(Missile, Gun.position, Gun.rotation) as Rigidbody;
	clone.rigidbody.AddForce(transform.forward * MissileForce);

}

Hope this example helps.