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

The Multigunner IFV is a quick, but weak, unit that can change its weapon depending on the unit inside. Its default weapon is a rocket launcher that is both an anti-air and anti-personnel weapon. Only the Allies have this unit and can be trained at the armor factory. There are turrets called multigunner turrets that are stationary, and have the same effect. Should you lose the IFV, you lose any infantry inside it as well.

Once you garrison an attack dog into one of these vehicles, its weapons changes into loudspeakers that amplify the dog's 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 anti-personnel shotguns.
 * Peacekeepers

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

When a Spy enters the vehicle, the weapon changes to a sniper weapon. This can only be used on infantry.
 * Spies

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 repair "tool" fixes the armor around it. It can remove Terror Drones inside vehicles as well.
 * Engineers

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

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

The IFV becomes 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 move herself around 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 and 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, machine gun vehicle that does poor damage to anything other than its intended target, and even then it's not that effective.
 * 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

Load 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 its old usefulness. The range increase and speed increase is huge. It 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 too. It is 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 are spamming for infantry.
 * Imperial Warrior