|First Appearance:|| Batman: Arkham Origins (Unassembled)|
Batman: Arkham Asylum
Batman: Arkham City
Batman: Arkham Knight
Though not actually used in the game itself, the Batmobile appeared in the Batcave under construction. When Bane attacked the Batcave, he destroyed the prototype to some degree, crushed Alfred Pennyworth under the wreckage, and nearly killed him.
In the opening of the game, Batman used the Batmobile to transport The Joker back to Arkham Asylum after he was caught at Gotham City Hall after his failed attempt to kill the Mayor. Batman parked the car in front of the Intensive Treatment Center. When the Joker began his siege of Arkham Asylum, he commanded Harley Quinn to destroy the car in order to prevent Batman from escaping back to Gotham. When the Batmoblie security protocol measures went off, Batman contacted Oracle to shut them down immediately due to the fact Harley had Commissioner James Gordon as a hostage with her. Batman arrived on the scene and took down the remaining thugs around the Batmobile, before he found a pipe that was dropped by Gordon and gave him a trail to follow. Before he left the scene, Batman retrieved his Explosive Gel from the trunk of the Batmobile.
Following an encounter with Bane at the Medical Facility, Batman used the car's remote guidance system and caused it to crash into Bane and sent him and the car hurtling into the water of the asylum's docks. It could be assumed that either Batman had the Batmobile salvaged and repaired, or had a duplicate as it was later seen parked in the Batcave in Batman: Arkham City.
The Batmobile could be seen in the Batcave Challenge Map DLC.
In Batman: Arkham Knight, Lucius Fox designed and developed a new Batmobile as well as a backup in case the primary was destroyed. Batman used that as a means of combating drones used by the Militia that were commanded by the Arkham Knight, Scarecrow, and Deathstroke.
As with all Batmobiles, it could be summoned remotely, via the computer, that was housed with Batman's gauntlet.
The design of that version of the Batmobile was fairly standard, and resembled a composite of several previous Batmobiles. It appeared to be designed for speed as opposed to destructive/assault purposes.
- Appearance and Features
The Arkhamverse Batmobile design features appeared to be an amalgamation of the 1989 Batman Film and the DC Animated Universe's versions that served as the primary sources of inspiration. The long nose, slim headlights, exposed engine parts, cock pit, fin design and placement, and grill were the most similar, were reminiscent of The Animated Series Batmobile; and the rounded design of the fenders, trunk, and vented rear wheel arches were similar to Tim Burton's Batmobile.
Uniquely, the Batmobile had the ability to transform, on the fly, into "Battle Mode" which gave it the appearance of a battle tank, with a wider wheel base, and higher ground clearance. featuring various weapons. Including a Vulcan Minigun, 60mm Cannon, Missles, and non-lethal riot suppressors. Enemies who touched the Batmobile were knocked out by a charge of electricity. Other features included an EMP to stun hostile drones and knock missiles out of the air, a Drone Virus; a device that allowed drones to be hacked and turned against each other, and a Power Winch, to pull down walls, or to allow the Batmobile to act as a counter weight. In that mode, the Batmobile could not travel at its top speed. However, it gained the ability to move sideways and diagonally indefinitely, which gave it full maneuverability and control to firefights. The headlights all turned red in that mode.
The Batmobile's momentum could be transferred to Batman, by accelerating, and then ejecting, which allowed Batman to gain speed and height to his glide, and allowed for faster traversal, of the entire city, not just the streets. The Batmobile could be used in conjunction with the Batwing, and presumably allowed for quick transfer from one cockpit to another.
- Appearance and Features
Rocksteady's take on the Batmobile, appeared somewhat similar to the Christopher Nolan's Tumbler, due to its heavily armored exterior, easily capable to withstanding automatic fire from an assault rifle, and a grenade launcher blast, with no ill effect on its performance. Despite that, it was much sleeker than the Tumbler. The Batmobile featured a central single man cockpit, as opposed to the traditional, two seater coupé design that the Batmobile typically adhered to. However, the Batmobile featured room to transport two passengers, within a sealed compartment in the back. It could also strafe short distances, and avoid enemy attacks. It's also fast enough to be able to drive on walls and on ceilings. Each wheel had an independent suspension and turn, which gave the Batmobile a zero turning radius. The car could turn its wheels 90° and crab steer (drive sideways).
- WayneTech hybrid power cell with jet turbine
- Horsepower: 1200 bhp
- Top speed 209 mph without afterburner; 0-60 mph in 2.7 seconds
- Fuel type: Nitro methane
- Raises maximum speed threshold by 30%
- Temperature at vent: 1100 °C
- Electromagnetic ejector seat
- Enhanced intel and recon capabilities
- AI and remote guidance systems
- Immobilizer Missiles
- Payload: 5gm high explosive cl-20/hmx cocrystal
- Warhead: 2.75 in (70 mm)
- Guidance: Laser/infrared homing
- Material: Advanced synthetic fiber composite
- Diameter: 4 ft 7 in (1.40 m)
- Advanced all terrain traction technology
- Containment Unit
- Purpose: Passenger transport
- Space: 3 Seats
- Resistant to kinetic forces exceeding 4,500 lb/sq in
- Air Brakes with regenerative energy mechanism
- Materials: Graphene composite
- Actuator: High speed hydraulic cylinder
- Stopping distance reduction: 78%
- Armor Plating
- Thickness: 120mm at thickest point
- Material: Carbon nanotube aggregate
- Blast resistance: Explosive reactive armor around cockpit
- Vulcan Gun
- Ammunition gauge: 25mm
- Length: 1.8 meters
- Purpose: Anti-tank and surface to air combat
- 60mm Cannon
- Ammunition type: 60mm high explosive penetrate shells
- Muzzle velocity: 1,680 meters per second
- Estimated to penetrate 820 mm of steel armor at point blank range
- Riot Suppressor
- Ammunition: Non-lethal slam rounds
- Slam rounds: Flexible plastic casing filled with 50 grams of rubber pellets
- Designed to deliver minimum long-term trauma & render combatant immobile
- Electroshock Defense
- Voltage: 200 - 300 kv range
- Delivery: Front and rear conductor rods
- Purpose: Propel combatant
- Gyroscopic Wheels
- Hydraulic arm-mounted
- Capable of 360 lateral spin for combat maneuvering
- Bullet proof synthetic fibers
- Multipurpose grapple claw
- Range: 60m
- Weight supported: 2.2 t