Tribes: Ascend/Juggernaut

The Juggernaut is a devastating shelling class, with his mortars he can take out base assets and players from long distances. He is also extremely dangerous indoors.
 * Weight Class: Heavy
 * Health: 2400 (2600 with armor upgrades)
 * Energy: 80 (90 with armor upgrades)
 * Cost: Initially available

Fusion Mortar
The Fusion Mortar is one of the most powerful weapons in the game. It launches a bright green mortar that's capable of travelling very long distances, letting the Juggernaut shell key targets like the enemy flag stand while staying relatively safe. It has an approximate 2-second fuse, hitting anything after this period will detonate it, doing a whopping 1300 damage at point blank and spreading out over a wide area. If the mortar hits a surface before this period has passed, it will not explode until the fuse runs out. The Fusion Mortar is a difficult weapon to master, especially with the lack of laser pointers to help you hit your target in Ascend, and requires practise and experience to be used effectively. It's useful for hitting stationary targets like Turrets and clearing defenders off the enemy flag stand, but is not very effective in direct combat due to the detonation delay. It is also very dangerous indoors, where enemies move predictably and have little room to dodge. Once you get the hang of the mortar's trajectory and speed, you can actually use it to take out moving or distant targets with its extreme range and large radius.
 * Damage: 1300-650 (3120)
 * Ammo: 15 (25)
 * Level 1: +5 ammo
 * Level 2: +20% damage vs armored targets
 * Mastery: +5 ammo

MIRV Launcher
The MIRV Launcher fires an artillery shell that has the same trajectory as the FM, but behaves slightly differently. After 2 seconds in the air, the shell will split up into 4 smaller shells that explode on impact with any surface, dealing a total of 180 damage. If fired at close range, the projectile will bounce off the surface it hits and explode after a short delay, doing an additional 100 damage with the explosion while releasing the 4 shells. The MIRV is an effective long-range area denial tool. Its shower of projectiles can easily cover an entire flag stand. Indoors, its mini-projectiles can quickly block out a corridor. While it is more effective at clearing large areas, it doesn't have the concentrated damage the Fusion Mortar offers. The spread out projectiles usually means that Base Assets you are targeting won't take the full 3600 damage, and chances of it killing a moving target at mid to long range in one shot are even slimmer.
 * Damage Vs Players: 100 (initial explosion) + 4 shells doing 450 each (1900 damage total)
 * Damage Vs Armored Targets: 200 (initial explosion) + 4 shells doing 900 each (3800 damage total)
 * Ammo: 15 (25)
 * Level 1: +5 ammo
 * Level 2: +20% vs armored targets
 * Mastery: +5 ammo

Fusion Mortar Deluxe
The Fusion Mortar Deluxe is a variant of the Fusion Mortar. It has a faster projectile speed as well as doing higher damage, a powerful 1400 damage, enough to one-hit any light or medium class except Shield Pack Raiders. As a tradeoff, it has a slightly smaller explosion radius. The FMD is highly effective at taking out single stationary targets like Base Assets and the Heavy on Flag, but it's smaller radius means there's a narrow margin for error as well as not being able to hit players slightly further away. It can also be extremely powerful for taking out cappers, but players must have admirable marksmanship to be able to do it consistently.
 * Damage: 1400-700 (3360)
 * Ammo: 15 (25)
 * Level 1: +5 ammo
 * Level 2: +20% damage vs armored targets
 * Mastery: +5 ammo