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.

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

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

When Javelins enter, the weapon stays the same, so no need to put them into the vehicle.
 * 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