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

Light Twinfusor
The Light Twinfusor carries two disks in a single clip, meaning you can quickly fire two shots without having to reload. Each shots deals less damage, but landing both disks successfully lets you deal more damage than the Light Spinfusor can. Keep in mind that the first disk will usually knock your opponents back, so learn to adjust your aim to land that second shot. The Light Twinfusor is very helpful for cappers as you can use your two shots to quickly clear out any defender on the flag stand as you go in for the grab.
 * Direct Hit Damage: 476 (685)
 * Splash Damage: 340-170
 * Clip Size: 2
 * Total Ammo: 26 (38)
 * Level 1: +6 ammo
 * Level 2: +20% damage vs armored targets
 * Mastery: +6 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

Impact Nitron
The Impact Nitron is a grenade that does very little damage, but it will force a capper to drop their flag if they are hit by it. Unlike other grenades, the Impact Nitron will explode immediately on contact with any surface. They also deal decent knockback as well as causing a muted effect on the targets hearing. A very useful tool in your arsenal, it helps you retrieve your flag without having to neccessarily take out the enemy flag carrier. The Impact Nitron can also be used as a speed boost if thrown on the ground close to you. The boost isn't as strong as that of your primaries but its low self-damage makes it a safer option.
 * Damage: 300-90 (330)
 * Ammo: 1 (3)
 * Level 1: +1 ammo
 * Level 2: +10% radius
 * Mastery: +1 ammo

Explosive Nitron
The Explosive Nitron does more damage and knockback than the Impact Nitron, but doesn't cause enemies to drop your flag when hit. Like the Impact Nitron, it explodes on contact with any surface, so it's similar to having 3 extra bolt launcher shots that you can throw out in quick succession. While it is much more powerful, the inability to force flag drops makes it lose a lot of utility. It's also more risky for nitron-jumping as it deals much more self-damage. It is much more unpopular than other belt items for this reason, and is usually only used in Arena or Capture and Hold where flag-dropping isn't a concern.
 * Damage: 650 (715)
 * Ammo: 1 (3)
 * Level 1: +1 ammo
 * Level 2: +10% radius
 * Mastery: +1 ammo

Compact Nitron
The Compact Nitron is a variant of the Impact Nitron. It does less knockback than its variant, but let's you carry an additional nitron while still dealing the same damage. As it does less knockback but still has the same self-damage, it is not very useful for cappers. It is created solely for flag chasing, as the additional ammo gives you a better chance to force a flag drop.
 * Damage: 300-90 (330)
 * Ammo: 2 (4)
 * Level 1: +1 ammo
 * Level 2: +10% radius
 * Mastery: +1 ammo

Energy Recharge Pack
The Energy Recharge Pack increases the rate your energy recharges by approximately 6% at base level, and can be upgraded for more. This helps you make higher or further jumps, which is useful for gaining speed when capping.
 * Level 1: +4% energy recharge
 * level 2: +4% energy recharge
 * Mastery: +4% energy recharge

Thrust Pack
The Thrust Pack gives you a quick burst of speed when activated, at 1 km/h of acceleration per energy point at max level, with a maximum of 80 km/h acceleration for 80 energy. The speed boost is capped at 130 km/h. Note that the Thrust Pack doesn't actually grant you any increase in distance, only speed. The Thrust Pack is always used by chasers, as it lets them instantly react to a flag grab and catch up to them. It also has some use for a capper, as the quick burst of speed can be useful for starting a new flag route or getting a dropped flag back.
 * Level 1: -6% energy drain
 * Level 2: Increased thrust potency
 * Level 3: -6% energy drain