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

New in Gallipoli Both factions

Perk Moves faster while holding an ammo box; squad members can spawn on them
Kits
  • Offensive kit — teammates resupply directly from your backpack
  • Defensive kit — place extra ammo crates for a held position

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

New in Gallipoli Both factions

Perk Carries extra grenades and takes reduced stun from them
Kits
  • Speed kit — more grenades and faster movement, but melee weapon only
  • Mixed kit — an extra grenade slot so you can carry two grenade types

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

New in Gallipoli Both factions

Perk Reduced suppression while on an HMG; can build HMG positions in most places; squad members can spawn on them
Kits
  • Fortify kit — sandbags and extra benefits while manning the HMG
  • Mobile kit — reduced HMG build time and cooldown so you can reposition

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

New in Gallipoli Both factions

Perk Carries syringes and medical crates, moves faster holding a syringe, squad members can spawn on them
Kits
  • Backpack kit — teammates heal from your backpack
  • Crate kit — faster heal speed and additional medic crates

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

Returning from Isonzo Both factions

Perk Calls in off-map support; in Gallipoli this can be done from anywhere on the map
Kits
  • Call-in options are set by the squad type you lead — see the squads page

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

Returning from Isonzo Both factions

Perk No utility dependency — the line infantry baseline
Kits
  • Kit options follow the standard offensive / support split

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

Returning from Isonzo Both factions

Perk Construction Training — faster construction and sabotage
Kits
  • Saboteur Kit ("Seek and destroy!") — barbed wire spool, automatically spots nearby enemy equipment, Light weight, pistol primary
  • Frontline Builder ("Fortify the line!") — Engineer Backpack, extra construction marker, Medium weight, sandbags and rifle primaries

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

Returning from Isonzo (similar to Assault) British Empire only

Perk Mobile suppressive fire
Kits
  • Kit options follow the offensive / support split

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

Returning from Isonzo (previously Mountaineer) Both factions

Perk Intel gathering and enemy spotting
Kits
  • Kit options follow the offensive / support split

Pairs with the Scouting squad type, whose call-ins are built around recon aircraft and intel rather than bombardment.

Sniper

Returning from Isonzo (previously Marksman) Both factions

Perk Long-range precision
Kits
  • Kit options follow the offensive / support split

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.