Tribes: Ascend/Pathfinder

The Pathfinder focuses solely on speed. Being a light class and having various equipment and upgrades to assist him gain speed. Pathfinders often play the role of the flag capper and the chaser. While they have enough firepower for general deathmatching, they encounter problems surviving while taking out more heavily-armored opponents.
 * Weight Class: Light
 * Health: 800 (900 With armor upgrades)
 * Energy: 100 (110 with armor upgrades)
 * Cost: Initially available

Light Spinfusor
The Light Spinfusor functions like any other Spinfusor, but has the second lowest damage out of all. It still does enough damage to let you hold your own against light and medium classes. It still does considerable knockback, which can be used to knock defenders away from the flag when you go in for a grab. It also does the lowest self-damage out of you primaries when disk-jumping.
 * Damage: 770 (924)
 * Splash Damage: 550-275
 * Ammo: 18 (28)
 * Level 1: +5 ammo
 * Level 2: +20% damage vs armored targets
 * Mastery: +5 ammo

Bolt Launcher
The Bolt Launcher shoots arcing bolts that explode on contact with any surface. It does more damage than the Light Spinfusor, but has a smaller radius. It's a wonderful weapon for players with good aim, as the increased damage gives you enough firepower to engage any class and win. It does do higher self-damage when bolt-jumping than the Light Spinfusor, so it's a more risky choice when capping. It's most useful for chasing, as you can focus on landing your shots and the higher damage can bring down cappers faster.
 * Direct Hit Damage: 877 (1310)
 * Splash Damage: 650-325
 * Ammo: 18 (28)
 * Level 1: +5 ammo
 * Level 2: +20% damage vs armored targets
 * Mastery: +5 ammo

Duelling Spinfusor
The Duelling Spinfusor does more damage on a direct hit than your other primaries, but has a smaller splash radius and has the same splash damage as the Light Spinfusor. Like its name suggests, this variant is great for duelling, especially if you can get direct hits consistently.
 * Direct Hit Damage: 880 (1056)
 * Splash Damage: 550-275
 * Ammo: 18 (28)
 * Level 1: +5 ammo
 * Level 2: +20% damage vs armored targets
 * Mastery: +5 ammo

Shotgun
The Shotgun is a hitscan weapon that deals immense damage at close ranges, but quickly becomes weaker at longer distances. While usually overshadowed by the LAR, the Shotgun does have its place. It is a hitscan weapon, which means you don't have to lead your targets like other bullet weapons. It can potentially deal 640 damage in a single shot, enough to seriously wound a light class. It's biggest drawback is its limited range, which means it isn't useful for the majority of situations you might find yourself in while capping or chasing.
 * Damage: 8 pellets of 80 damage each (640)
 * Clip Size: 5 (6)
 * Total Ammo: 30 (50)
 * Level 1: +10 ammo
 * Level 2: +1 clip size
 * Mastery: +10 ammo

Light Assault Rifle
The Light Assault Rifle is an automatic projectile weapon that fires three rounds at a time. It also comes with a scope to help you target distant enemies, though its accuracy suffers outside of mid-range. The LAR is the popular choice for most players, as it has a better range than the shotgun. It is an effective backup weapon, useful for chasing enemy cappers, is easy to hit midair opponents and as a btter self-defense weapon. Like other automatic weapons, the LAR requires you to lead your target as it's a projectile.
 * Damage: 80-60 (827)
 * Clip Size: 24 (27)
 * Total Ammo: 303 (387)
 * Level 1: +42 ammo
 * Level 2: +3 clip size
 * Level 3: +42 ammo
 * Mastery: -15% reload time

Holdout Shotgun
The Holdout Shotgun is a variant of the shotgun. It does more damage than the shotgun, but has a smaller clip size and less reserve ammo. It's a better finishing weapon than the Shotgun as its higher damage per shot can take down wounded enemies quicker.
 * Damage: 8 pellets of 90 damage each (720)
 * Clip Size: 4 (5)
 * Total Ammo: 35 (51)
 * Level 1: +8 ammo
 * Level 2: +1 clip size
 * Mastery: +8 ammo