Gallipoli Progression: Class Levels, Perks & Challenges

This is a deliberate reversal of how the previous games handled it. BlackMill's stated aim was for goals to be something extra on top of what is already available, instead of gating available content behind a goal — so a first-day player and a hundred-hour player field the same arsenal, and differ only in perks and uniforms.

Class progression

Training a class grants a perk unique to it, which strengthens at specific level thresholds, plus cosmetic uniform and equipment options along the way. Perks either sharpen your specialty or patch your weakness. Two examples were published in full.

Bomber

Level Reward
Level 2 Grenade Training — stunning received reduced by 34%
Level 6 Unlock M1909 Equipment — Bomber
Level 10 Grenade Training — stunning received reduced by 50%
Level 15 Unlock P1908 Haversack — Bomber
Level 20 Grenade Training — stunning received reduced by 75% (requires the Class Challenge: stun 20 enemies with grenades)

Officer

Level Reward
Level 2 Leadership Training — points bonus area effect increased by 50%
Level 6 Unlock Sun Helmet — Wide
Level 10 Leadership Training — points bonus area effect increased by 75%
Level 15 Unlock Wolseley — Officer, Squashed
Level 20 Leadership Training — points bonus area effect increased by 100% (requires the Class Challenge: kill 50 enemies using call-ins)

Progression tables checked:

These two tables are the ones BlackMill published in full, in the Class & Weapon Progression blog of 24 July 2026. The same shape — a scaling perk at 2, 10 and 20, with cosmetic unlocks at 6 and 15 — applies to the other eight classes, but their specific perks and thresholds were not published before launch. This page will not invent the missing eight; it lists what the studio actually stated. Note also BlackMill's own caveat that numbers and UI shown in that blog may be subject to change.

Class Challenges

Reaching level 20 is not enough on its own: the level 20 reward also requires completing a Class Challenge that ties into your role. The two published examples are the Bomber's "stun 20 enemies with grenades" and the Officer's "kill 50 enemies using call-ins". BlackMill's framing is that these should not be an obstacle if you are doing your job — they are a check that you played the class rather than idled in it.

Weapon progression

New in Gallipoli, and structured like class progression: level up the weapon in your hands and you grow accustomed to it. Since the entire 150-weapon arsenal is unlocked from the start, this is a reason to specialise rather than a barrier to switching — you can pick up anything at any time, you simply have not levelled it.

What this means for a new player

Two practical consequences. First, ignore any guide that tells you to grind towards a weapon — there is nothing to grind towards. Pick the class whose job you enjoy and the perks follow. Second, because perks scale with a single class rather than an account level, spreading your time across all ten classes leaves you with ten weak perks instead of two strong ones. Commit to a pair — one support role and one line role — and the level 20 tiers arrive at a reasonable pace.