Command & Conquer: Red Alert 3/Multigunner IFV Infantry Effects

The Multigunner IFV is a quick but weak unit that can change its weapon according to the unit inside it. Its default weapon is a Rocket Launcher that can be both anti-air and anti-personnel. Only the Allies have this unit, and can be trained at the armour factory. There are turrets called multigunner turrets that are stationary, and have the same effect. Should you loose the ifv you loose any infantry inside it as well.

Starting with Attack Dogs, once you garrison dogs into these vehicles, they in turn change their weapons into loudspeakers that can amplify the dogs' barks and stun/paralyze the enemy unit when the vehicle is ordered to attack.
 * Attack Dogs/War Bears

When the Peacekeeper enters the vehicle, the vehicle "grows" shotguns that are only anti-personnel.
 * Peacekeepers

When Javelins enter, the weapon gains more missiles and be able to take on a few heavier units.
 * Javelins/Rocket Soldiers

Spies and Engineers can enter the Multigunner too. When a Spy enters the vehicle, the weapon changes to a sniper, which can only be used on infantry. The Engineer's "weapon" when he enters the vehicle is actually not a weapon, it is a big tool that can be used only on vehicles that are damaged, the "tool" fixes the armour around it.
 * Spies/Engineers

An infantry only vehicle that will kill pretty much any number of infantry.
 * Tanya

This IFV is anti-air only, it is however very powerful, slightly stronger than a Bullfrog and with the speed to keep up with air it could be a anti-aircraft useful tool.
 * Flak Trooper

It is a devastatingly powerful anti-infantry/vehicle/building unit that has the speed and range that would strike fear in to your opponents heart. Natasha is given a very good range boost and with the speed of the unit allows her to divert herself very quickly.
 * Natasha

This IFV is given a very powerful upgrade in the form of a one shot kill of infantry and it does respectable damage to buildings, light vehicles, even scratches some of the heavier units in the game. It fires a lot faster than a normal Tesla Trooper and of course it's speed can allow some strategic drops in to enemy strike forces.
 * Tesla Trooper

A Meager anti-infantry vehicle that does poor damage to anything other than its intended target, and even then it's not that effective, this would probably never be useful.
 * Conscript

Yuriko with this kind of speed and dog/bear immunity is a dangerous thing. If your enemy happens to get hold of this combination you better get rid of it quickly, otherwise you could find yourself without a base very quickly. She gets a slight range increase but the damage is the same. It's mainly the mobility of the unit that makes it dangerous.
 * Yuriko

Kill a ninja in the IFV and you get yourself a ninja star toting vehicle of infantry dominance. It shoots slightly faster than the Spy IFV, but not by much.
 * Shinobi

This combination is one that does make the IFV live up to it's old usefulness. The range increase and speed increase is huge and can quickly overwhelm enemy light vehicles and even tanks. It does respectable damage to infantry and good damage to buildings; very versatile and very powerful.
 * Tank Buster

Unlike the IFV with a Conscript in it, this is actually reasonably powerful against not only infantry but light vehicles to, but not as good as the IFV with a Tank Buster in it. It is still a decent unit to use if you have it available and your enemies gone for infantry spam.
 * Imperial Warrior