Before starting, it is a requirement for each crew member to have carried out the following training
Vox Operator
Medicae
Assault Pioneer
1st Centuria Cavalry is an integral piece of the unit. As mechanized infantry, First Centuria would not work without the infantry & armoured fighting vehicles that make up Cavalry. The Chimera armoured personnel carrier (APC) is the vehicle of choice, An IFV, is a type of armoured fighting vehicle used to carry infantry into battle and provide direct-fire support. Therefore the role of the 1st Cavalry is to ensure the safe transport and support of the 1st & 2nd squads into and out of combat.
The crew are the beating heart of the vehicles that make up Cavalry. A crew member consists of a Gunner, Driver, Vox Operator, Engineer and Combat Life Saver among other things, while each member of the crew specialises in a certain role, the flexibility of the team members ensure the Cavalry never stops.
A fully crewed Chimera is a dangerous enemy, when fully crewed it has access to a suite of weapons and utilities that mean it is not only a troop transport but an essential troop support platform.
During training you will be required to learn about the following crew roles, upon completion of training you will be assigned to a primary role however during the operations you may be required to take on another role to ensure the continued effectiveness of the Cavalry.
Driver
Navigating the Chimera safely to each new operation
Avoiding anti-armour fire when engaging in combat
Relaying any relevant information to the Driver & Commander
Gunner
Ensuring the correct weapon & ammunition is utilised for the right target
Communicating orders between the squad assigned to the Chimera & the Chimera crew.
Commander
Maintaining contact between all vehicles
Relaying information between the squad lead and Chimera Crew
Ensuring the vehicles are supporting infantry to complete objectives
The commander is an additional crew position and where not present, the crew must fill in for the commander by splitting the role between the Gunner and Driver.
Where a commander is split between both the gunner and driver, as a default the following should be adhered to:
Driver - Ensure vehicles are supporting infantry to complete objectives & maintain contact between vehicles.
Gunner - Relay information between squad lead and Chimera Crew.
Within the 1st Centuria Cavalry, three variants of Chimera are used, while the vehicles are similar in most regards, they have the following weapons loadouts.
Chimera
Armed with an autocannon and a small cache of Hunter-killer missiles the Chimera is an all-rounder & the stock vehicle for 1st Centuria Cavalry.
Chimedon
The Chimedon’s Lascannon is effective against static infantry, emplacements and the crew of vehicles.
Chimerro
Armed with a multi-launcher - The Chimerro is effective against armour.
Each variant is also equipped with a coaxial gun which is effective against light infantry and should be used within close quarters of the infantry to minimise friendly fire.
While a part of the crew, whether inside or outside of the vehicle, your main objective is to keep the Chimera and it's occupants safe and then call targets for the gunner to assist the infantry.
Positioning of the Chimera is the most important factor in a firefight, while it is the driver’s job to move the Chimera into a position, it is the entire crew that inputs into the correct positioning of the Chimera.
At all times, the priority for any vehicle is to ensure minimum damage to the vehicle while providing maximum support for the infantry & other vehicles.
Good positioning should adhere to at least two sides of the positioning pyramid:
When assessing targets, the following nomenclature is used:
Compass direction, Target type, Description
This will assist the Gunner in sighting targets, this should be returned by the gunner with repetition of the statement as confirmation. As shown in the gifs below the following actions take place in sequence:
1) The Driver spots a target
2) The Driver relays the target information to the rest of the crew.
3) The Gunner repeats the target information.
4) The Gunner rotates to acquire the target.
Driver spots target.
Driver - "1, 3, 6, Man, Door of Barn"
Gunner - "136, Door of Barn"
Gunner rotates to 136 and aims at the target.
While in the vehicle, all crew have the ability to utilise the vehicle panels. Suggested Crew roles are listed below with a summary of each panel.
These can be changed with [ and ] for the left and right panels respectively.
Camera
Each position has a camera attached to it which can help with situational awareness.
Suggested Roles:
Driver - View Gunner role to help with positioning
Crew Manifest
Each position in the Chimera is listed in the Crew manifest along with the amount of open cargo slots remaining.
Suggested Roles:
Commander - Check this for after dismounting to ensure all Infantry are out & no injured passengers have been left in the Chimera.
Sensors
Sensors help the chimera to track targets on the battlefield.
Suggested Roles:
Gunner - This is only for the gunner role.
Where possible, at least one member of the Assault pioneer trained Chimera crew should use the mine detector panel.
The chimera is not responsive. It will slide when turning corners, takes a second for commands to register and has neutral steering.
Be aware of infantry when turning.
The Chimera has four speeds like all vehicles in Arma 3.
Fast (L.Shift+W) - Max 96 km/h
Normal - Max 60 km/h
Slow (L.Ctrl + W) - Max 31 km/h
Reverse - Max 64 km/h
Fast should only be used when separated from the unit & returning if required immediately, the Chimera is more likely to flip when moving fast.
When advancing with the unit, use the Speed limiter (Del) to limit your speed to in line with advancing infantry.
The Chimera's turret has a 360° rotation however it has poor elevation. There is a total of 42° of elevation, from -12 to 30. This means that close infantry and aircraft will not be targetable by the main turret.
Currently, we do not assign a hull gunner as the rotation is around 45° with equally poor elevation, this position can be utilised if there is additional crew and there are sufficient targets for a heavy bolter while the main turret engages other targets.
Weapons Loadout
Multi Purpose (MP) - Standard ammo used.
Armour-piercing fin-stabilized discarding sabot (APFSDS) - Armour piercing round.
Hunter-Killer Missiles - Heavy anti-armour missiles.
High Explosive Anti-Tank Multipurpose (HEAT MP) Lascannon - All round anti-vehicle explosive round.
Coaxial Heavy Stubber - General Anti-infantry.
Note: The Coaxial Heavy stubber is offset from the main cannon, gunners should aim slightly right of the target to hit with the stubber depending on distance to target.
Hunter Killer missiles can be used in two forms, LOSBR (Line-of-sight beam riding guidance) & Active Homing.
Active Homing: After selecting a vehicle to lock onto, a broken diamond will appear in on the targeting reticule.
After some time the diamond will become complete, at this point the lock is complete & can be fired.
LOSBR: In this fire mode, the missile will follow the targeting reticule.
The Gunner is responsible for the use of the Radar, this can be used for both target acquisition and situational awareness for 1st Centuria.
The following chart can be used to help read the Radar.
https://community.bistudio.com/wikidata/images/5/59/Arma_3_Sensors_Sensor_Display_symbology.png