The array of devices in the utility belt have also become more complex over time. The simple coiled rope and batarang scaling equipment became a rocket powered (or compressed air powered) grapple gun, the cowl was updated with night-vision lenses and communication equipment (using one of the ears to house an antenna), and a device to attract the bats from the Batcave was installed in the heel of one of the boots. The suit has also carried on different occasions a re-breather device, flash and gas grenades, explosives and a detonator, lockpicks, a signalling device for the Batmobile, electronic surveillance equipment, a forensic kit for gathering crime scene evidence, a medical kit, and, in early incarnations, a pistol in a holster. On any occasion where Batman anticipates encountering Superman, he has also carried a Kryptonite ring given to him by the Man of Steel as a weapon of last resort.
Preminent among Batman’s personal weaponry is the Batarang, a weapon of various sizes and types hurled like a frisbee or throwing knife. Based upon boomerang aerodynamics, Batarangs are forged from hardened steel alloys with heat-tempered, impact-resistant ceramic coatings. Designed for both close-quarter and long-range throws, Batarangs may be blunted for hard impacts or sport cutting edges capable of sheering metal.
-Folding Batarang: Gd Blunt Throwing damage. Four may be folded and carried in a single belt pouch.
-Close-Quarters Impact Batarang: Ex Blunt Throwing damage, half standard throwing range.
-Hard Impact Edge Batarang: Ex Blunt Throwing damage.
-Cutting Edge Batarang: Rm Edged Throwing damage.
-Timed-Explosive Batarangs: Causes In Edge with 1 area after 2 rounds after it was thrown
Though normally not an offensive weapon, the Dark Knight’s wall-penetrating grapnel is still an indispensable addition to his arsenal. A magazine of explosively-propelled darts attach to de-cel jumpline reels secured with breaking and clipping mechanisms inside the grapple gun sleeve. The grapnel allows Batman to scale up or rappel down tall buildings, or swing between Gotham skyscrapers on successive lines.
-Grapnel: In material, fires up to 7 areas, used for transportation, Up to 3 areas
Bat shaped handcuffs, resembling Special Forces handcuffs. Using a one-piece design they slide closed and have to be cut off, using a special tool given to the Gotham PD.
-Bat-Cuffs: Rm material, Ty entrapment
A high-resolution digital interface allows viewing with conventional, infrared, and ultraviolet imaging. Other features include light-amplification and "bloom supression" to reduce glare. Holographic lensing and digital-zoom combine for 60X further magnification in addition to still frame photographic capture.
-Multifunction Binoculars: Magnifies up to 60 times. Equipped with infrared and limited ultraviolet imaging (-2CS to darkness modifiers), as well as frame capture, stop-motion camera, and computer uplink.
Various gas deterrents are arrayed in pouches throughout Batman’s Utility Belt. Flash/Bang charges, smoke bombs, tear and regurgitant gases are deployed by breaking hardened-gelatin spheroid capsules.
-Knockout Gas: Rm intensity, 1 area radius. Those in the affected area must make End. FEAT or pass out for 2 hrs. and lose their memory of the 5 min. preceding exposure.
-Regurgitive: Ex intensity, 1 area radius. Those in the affected area must make End. FEAT or become violently ill for 10 rounds.
-Smoke: Ex intensity, 1 area radius. All in the affected area at -2CS to performing actions.
-Tear Gas: Ex intensity, 1 area radius. Must make End. FEAT or be unable to perform any action until 1 round after leaving the affected area or 15 minutes (10 minutes if outdoors or in a windy area), whichever comes first.
When Batman comes across tear gas or has to have air, he uses his Rebreather.
-Rebreather/Gas Mask: 2.5 hours air supply
When Batman needs light for especially dark places, such as caves, he uses these Magnesium Flares to illuminate the way.
-Magneseum Flare: Rm Illumination
When Batman needs to conceal his identity from video surveilance, he use this electro-magnet to erase the evidence of his prescence
-Electro-Magnet: Un ability to erase video recordings
-Gel Pack: Rm Force, fires up to 3 areas
Originally, Lex Luthor obtained a Kryptonite fragment and used a piece as a ring gemstone. The kryptonite ring's stone's radiation eventually destroyed Luthor's hand and made him terminally ill. Superman obtained the ring and entrusted it to Batman. However, with some legal double-dealing, Lex Luthor was able to steal it. He replaced the ring with a fake, and it was returned to Batman. The ring then came back into Batman's possession. He stores it in a safe in the Bat Cave, but when he brings it on a mission, he stores it in a lead-lined Belt Buckle on his Utility Belt.
-Kryptonite Signet Ring: In material, All Kryptonians' powers drop down to Pr after 3 rounds within a 2 area radius, after that they loses 10 points of health a round.
Suit of Sorrows: The Suit of Sorrows was created in 1190, when Sir Geoffrey De Cantonna slaughtered several hundred souls in a remote Alpine valley. To protect the knight’s reputation, The Order of the Pure covered up by says it was the Moors that were responsible. It is said that the suit is able to impart strength and speed to those who wear it, but it will destroy anyone who is not pure. This armor was given to Batman from Talia Head, granting Batman the following attributes when he wears the armor:
-Body Armor: Ex protection vs. Physical, Gd protection vs. Energy
-The Suit of Sorrows gives Batman +1cs to Strength
-Lightning Speed: Fe, Batman believes he is a little faster while wearing the Suit of Sorrows
-Limitation: While in combat, Batman must make a Red Psyche FEAT vs. going over the edge and losing control of his actions, possibly causing him to kill someone.