Gallipoli Classes: All 10 Classes and Their Kits
A kit is picked next to the class button, in the match or in the barracks, and it comes with a perk, equipment, a primary weapon choice and sometimes a secondary. Each kit carries a set weight and ammo count based on what you are hauling, and your weapon selection saves inside the kit — as do your cosmetics, so each kit can be dressed separately. Selecting a class defaults to the last kit you used.
All 10 classes
Ammo Bearer
| Perk | Moves faster while holding an ammo box; squad members can spawn on them |
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| Kits |
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Ammo counts are fixed per kit in Gallipoli, so a push that runs dry stops whether or not it is winning the firefight. Being a squad spawn point on top of that makes this a quietly structural pick.
Bomber
| Perk | Carries extra grenades and takes reduced stun from them |
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| Kits |
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Built for clearing trenches and suppressing dug-in defenders. The class progression is themed around it: level 2 cuts stun received by 34%, level 10 by 50%, level 20 by 75% — and the level 20 reward needs the Class Challenge of stunning 20 enemies with grenades.
Heavy Machine Gunner
| Perk | Reduced suppression while on an HMG; can build HMG positions in most places; squad members can spawn on them |
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| Kits |
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The class that turns a captured sector into a held one. BlackMill is blunt about the cost: an emplaced gunner is a sitting duck and easy prey for Snipers.
Stretcher Bearer
| Perk | Carries syringes and medical crates, moves faster holding a syringe, squad members can spawn on them |
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| Kits |
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Gallipoli medics matter more than the series norm because of the downed state: enough damage to a limb leaves a player crawling rather than dead, and only a teammate can bring them back up.
Officer
| Perk | Calls in off-map support; in Gallipoli this can be done from anywhere on the map |
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| Kits |
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The published progression example runs Leadership Training from a 50% points-bonus area effect at level 2 to 100% at level 20, with the Class Challenge of killing 50 enemies using call-ins. Unlocks along the way include the Sun Helmet (Wide) and the Wolseley (Officer, Squashed).
Rifleman
| Perk | No utility dependency — the line infantry baseline |
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| Kits |
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Rebuilt around the new gunplay rather than new gadgets: bullet travel time instead of hitscan, drop at maximum effective range, and weapons that drag as you turn.
Engineer
| Perk | Construction Training — faster construction and sabotage |
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| Kits |
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The one class BlackMill broke down field by field, using the Ottoman version: both kits carry a Sapper Spade, tourniquet and barbed wire, and differ in weight class, spotting and whether your primary is a pistol or a rifle.
Light Machine Gunner
| Perk | Mobile suppressive fire |
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| Kits |
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The single exception to faction mirroring. BlackMill states that class abilities and equipment are mirrored between the British and Ottomans "except for Light Machine Gunners, which are exclusive to the British Empire". Plan Ottoman loadouts without it.
Spotter
| Perk | Intel gathering and enemy spotting |
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| Kits |
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Pairs with the Scouting squad type, whose call-ins are built around recon aircraft and intel rather than bombardment.
Sniper
| Perk | Long-range precision |
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| Kits |
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The counter to the Heavy Machine Gunner, and the class that gains most from the ballistics rework — bullet drop and travel time are now significant at each weapon’s maximum effective range.
Class data checked:
Which class should you play first?
If you are new to the WW1 Game Series, start as a Rifleman for a match or two — it has no utility to mismanage while you learn how suppression, stamina and bullet travel change your aim. Then move to Ammo Bearer or Stretcher Bearer: both are squad spawn points, which means your team keeps fighting where you are standing rather than running back from the last beacon. Leave Officer until you understand sector flow, because call-ins wasted early are the difference between a stalled attack and a broken line.
For how those choices rank against each other, see the class tier list. For the squad types that decide what your Officer can call in, see squads and call-ins, and for what levelling actually gives you, see progression.