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Backpack guide

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Backpacks v3.5: passives and upgrade chains by Armed Conquest section (AC 6–19), the weapon-switch backpack and AC rewards.

Jammer/Amplifier backpacks: passives and upgrade chain (AC 6–7)

Upgrade chain: Jammer/Amplifier → Rank 2 Backpack → Rainbow; each cell shows the backpack’s effect type.

All passivesACJammer/AmplifierRank 2 BackpackRainbowHow many to craft (Michu)
Activate the Aura: when allies within 1 adjacent tile are hit by a Tactical attack, DMG Taken −25%. Similar effects cannot stack.
When allies within 1 adjacent tile are hit by a Missile attack, the first missile becomes unable to hit. This effect can only be activated 1 time per sortie.
When retaliating: DMG +15% and Crit Rate +10%.
ST Body HP +10%, DMG +5%
AC 6RetaliationRetaliationRetaliation0
No ST type restriction.
ST movement +1.
In combat, Enemy Armor −50%.
ST Body HP +10%, DMG +5%
AC 6ArmorArmorArmor1-2
At the end of the action, if there are no enemies within 2 adjacent tiles, gains Stealth for 2 turns. This effect has a 3-turn trigger interval.
At the start of the action, if Stealth is active, restores 1 AP.
In combat, Enemy DMG Taken +10%.
ST Body HP +10%, DMG +5%
AC 7DMG UPDMG UPDMG UP0

Backpacks (AC 7–10): Shawnee’s unique weapon and other passives

All passivesACJammer/AmplifierRank 2 BackpackRainbowHow many to craft (Michu)
(1) Unique weapon of Shawnee.
(2) On the first active attack each turn: DMG +7.5% and Crit Rate +5%, ST Body HP +10%, DMG +5%.
(3) When attacking with a Rail Gun, DMG rises by 6% for every 1 ammo in the magazine, up to 30%.
(4) When actively attacking with a Rail Gun, if a part is destroyed, 1 ammo is reloaded after combat. This effect has a 1-turn trigger interval.
4 passives
AC 7First Strike → First Strike → Adjudicator0
ST movement type changes to Levitating: the ST can pass over low obstacles.
Before initiating combat with an active attack, if the target is in the movement path, the retaliation is guaranteed to miss. Up to 1 time per turn.
On the first combat initiated each turn: DMG +7.5% and Crit Rate +5%.
ST Body HP +10%, DMG +5%
AC 9First StrikeFirst StrikeFirst Strike0
At the start of the action, repairs itself and allies within 1 ring, once: restores HP equal to 0.6x the Manipulator’s Repair AMT. Does not repair destroyed parts.
In combat, Enemy DMG −10%.
AC 9AttackAttackAttack0
Can use the Weapon Switch code up to 1 time per turn.
After the action, if both arms are intact, can use the Weapon Switch code 1 more time every 2 turns.
In combat, Enemy DMG Taken +10%.
The ST gains an extra 300 Power.
ST Body HP +10%, DMG +5%
AC 10DMG UPDMG UPDMG UP3-5

Backpacks (AC 10–12): passives and chains

All passivesACJammer/AmplifierRank 2 BackpackRainbowHow many to craft (Michu)
The 2-tile area around the ST becomes a valid attack zone for allied Missile Launcher and Rocket Launcher attacks.
Hit Rate +25% for attacks triggered by backpack effects.
On the first combat initiated each turn: DMG +7.5% and Crit Rate +5%.
ST Body HP +10%, DMG +5%
AC 10First StrikeFirst StrikeFirst Strike0
Tactical Weapon ammo capacity +2.
After Re-ATK triggers: Hit Rate +10%, Crit Rate +5%.
Can use the Quick Reload command; it shares a cooldown with other ammo-reload skills.
ST Body HP +10%, DMG +5%
AC 11Re-ATKRe-ATKRe-ATK0
No ST type restriction.
When attacking with a Tactical Weapon: DMG Taken −25% and gains 1 Charge stack. Similar effects cannot stack. If you are the target, gain 1 extra stack. At 6 Charge stacks, repairs 15% HP of all parts and restores 1 AP after combat.
In combat, Enemy DMG −10%.
ST Body HP +10%
AC 11AttackAttackAttack0
On deployment gains Stealth for 2 turns.
At the end of the action, if there are no enemies within 1 adjacent tile, gains Stealth for 2 turns. This effect has a 3-turn trigger interval.
On the first combat initiated each turn: DMG +7.5% and Crit Rate +5%.
ST Body HP +10%, DMG +5%
AC 12First StrikeFirst StrikeFirst Strike0

Backpacks (AC 12–14): passives, Fia’s unique weapon

All passivesACJammer/AmplifierRank 2 BackpackRainbowHow many to craft (Michu)
Moving 4 or more tiles before an active attack grants movement +1 for 1 turn.
ST movement +1.
After Re-ATK triggers: Hit Rate +10%, Crit Rate +5%.
ST Body HP +10%, DMG +5%
AC 12Re-ATKRe-ATKRe-ATK1-2
ST movement +1.
ST movement type changes to Levitating: the ST can pass over low obstacles.
In combat, Enemy DMG Taken +10%.
ST Body HP +10%, DMG +5%
AC 13DMG UPDMG UPDMG UP2-3
(1) Unique weapon of Fia.
(2) On the first active attack each turn: DMG +7.5% and Crit Rate +5%, ST Body HP +10%, DMG +5%.
(3) When attacking debuffed targets with a Rail Gun: DMG +20%.
(4) When attacking with a Rail Gun, if 3 or more targets are hit, 1 ammo is reloaded after combat. This effect has a 1-turn trigger interval.
4 passives
AC 13First Strike → First Strike → Sugarcoated Destroyer0-1
No ST type restriction.
ST movement +1.
On the first active attack each turn: DMG +7.5% and Crit Rate +5%.
ST Body HP +10%, DMG +5%
AC 14First StrikeFirst StrikeFirst Strike0-1

Backpacks (AC 14–15): passives

All passivesACJammer/AmplifierRank 2 BackpackRainbowHow many to craft (Michu)
Vision +1 on stages with Fog.
Can use the Detection code: removes Stealth from all enemies within 4 tiles. After use, can Re-ATK from the same spot.
The 2-tile area around the ST becomes a valid attack zone for allied Missile and Rocket attacks.
In combat, Enemy DMG Taken +10%.
ST Body HP +10%, DMG +5%
AC 14DMG UPDMG UPDMG UP0
At the start of the action randomly reloads 1 round into a non-depleted Tactical Weapon magazine.
Tactical Weapon ammo capacity +2.
On the first active attack each turn: DMG +7.5% and Crit Rate +5%.
ST Body HP +10%, DMG +5%
AC 15First StrikeFirst StrikeFirst Strike1-2
At the start of the action performs Passive Repair on 3 random allies within 3 adjacent tiles. Repair AMT equals 0.4x the Manipulator’s Repair AMT. Does not repair destroyed parts.
In combat, Enemy Crit Rate −10%.
AC 15CritCritCrit1

Backpacks (AC 16–17): passives

All passivesACJammer/AmplifierRank 2 BackpackRainbowHow many to craft (Michu)
After an active Tactical Weapons attack, applies a debuff to the attacker: [After a Tactical Weapon is used, all Tactical Weapons go on cooldown, and fixed DMG equal to 5% of max HP is dealt].
When attacking with a Tactical Weapon: DMG Taken −25%.
In combat, Enemy Crit DMG −10%.
ST Body HP +10%
AC 16Crit DMGCrit DMGCrit DMG0-1
When actively attacking while in Stealth: Crit Rate +50% for that attack. The effect triggers only once.
At the end of the action, if there are no enemies within 2 adjacent tiles, gains Stealth for 2 turns. This effect has a 3-turn trigger interval.
On the first active attack each turn: DMG +7.5% and Crit Rate +5%.
ST Body HP +10%, DMG +5%
AC 16First StrikeFirst StrikeFirst Strike0-1
At the end of the action, if there are no enemies within 2 adjacent tiles, gains Stealth for 2 turns. This effect has a 3-turn trigger interval.
Gains the Concealment code: gives you and a chosen ally within 4 tiles Stealth for 2 turns. You can keep acting with the remaining movement.
After Re-ATK triggers: Hit Rate +10%, Crit Rate +5%.
ST Body HP +10%, DMG +5%
AC 17Re-ATKRe-ATKRe-ATK0-1
When attacking with a Tactical Weapon: DMG Taken −25%.
DMG Taken from Code Skills −15% for friendly units within guard range; the effect does not stack. After taking Code Skill DMG, restores 15% HP of the Body part; triggers once per turn.
In combat, Enemy DMG −10%.
ST Body HP +10%
AC 17AttackAttackAttack0-1

Backpacks (AC 18–19): passives, Rosa J’s unique weapon

All passivesACJammer/AmplifierRank 2 BackpackRainbowHow many to craft (Michu)
Can use the Optical Mark code: the next attack applies a debuff: cannot enter Stealth, Dodge −15% for 1 turn; and can Re-ATK from the same spot.
The 2-tile area around the ST becomes a valid attack zone for allied Missile and Rocket attacks.
After Re-ATK triggers: Hit Rate +10%, Crit Rate +5%.
ST Body HP +10%, DMG +5%
AC 18Re-ATKRe-ATKRe-ATK0-1
When initiating combat, if the target is in the movement path and a part is destroyed, applies Unable to move to the target for 1 turn; triggers once per turn.
ST movement type changes to Levitating: the ST can pass over low obstacles.
After Re-ATK triggers: Hit Rate +10%, Crit Rate +5%.
ST Body HP +10%, DMG +5%
AC 18Re-ATKRe-ATKRe-ATK0-1
After an active attack, if 2 or more ammo were used, gains 1 random buff for 2 turns.
Tactical Weapon ammo capacity +2.
On the first active attack each turn: DMG +7.5% and Crit Rate +5%.
ST Body HP +10%, DMG +5%
AC 19First StrikeFirst StrikeFirst Strike0-1
(1) Unique weapon of Rosa: Judgement.
(2) On the first active attack each turn: DMG +7.5% and Crit Rate +5%, ST Body HP +10%, DMG +5%.
(3) When used by a pilot with Hyper-Aptamer aptitude: Cutter weapon range +1 and DMG +20%.
(4) Cutter max ammo +1. When actively attacking 4 or more targets with a Cutter, restores 1 ammo charge after combat. Triggers only 1 time per 2 turns.
4 passives
AC 19First Strike → First Strike → Heaven's Judgment1

AC X backpack and version info

All passivesACJammer/AmplifierRank 2 BackpackRainbowHow many to craft (Michu)
Melee attacks can hit flying targets.
ST movement type changes to Levitating: the ST can pass over low obstacles.
After Re-ATK triggers: Hit Rate +10%, Crit Rate +5%.
ST Body HP +10%, DMG +5%
AC XRe-ATKRe-ATKRe-ATK1

Armed Conquest rewards by section: AC 1–19

Pilots’ unique weapons, backpack blueprints and dossiers for each section are on the Armed Conquest page, with AC 12–19 under “Upcoming sections”.

Weapon switch backpack: pilots and effects

PilotsEffect
Y2 Sector 7 CP: before actively attacking without having moved, can trigger Re-ATK. Can only trigger 1 time per turn. Unable to move before attacking.
Wielding 2 own signature weapons (1st equipped with only buff accessories, 2nd equipped with damage accessories).
Wielding 2 own or different signature weapons (1st equipped with only buff accessories, 2nd equipped with damage accessories).
Asuka: hybrid build (polearm + 2× MG)
Shinji: hybrid build (HMG + sniper rifle)
Hailis: switch weapons for many different Form Skills
OpheliaCooldown reset trick: swap to the 2nd Phantom Pain code skill.

Weapon switch backpack: cooldown reset tricks and special builds

PilotEffect
PalomaCooldown reset trick: swap to the 2nd Impromptu Expiriment active skill.
AdeleCooldown reset trick: swap to the 2nd Flying Steps code skill.
OpheliaUnique build (optional): swap to Natalia’s sniper rifle or Dean’s chainsaw.
AdelePreventing enhanced tile overwrite: swap to 2× MG.