The offensive is clearly not her forte as she only has her Slingshot although it is true that this causes 1 lethal injury on impact, but is penalized by only having ROF 2 and requiring a 5+ to wound due to her low Strength. The positive side, with his lethal damage, is the ability to repeat failed impacts with Handy which can ensure that many times from the 20 cm (Short Range) she can cause damage be that lethal blood damage or stun from Just a Scratch!.
Defensively is where Carrie Kelley stands out, her Movement 4 together with Dodge makes her hard to hit from range. But mainly for Concealment (1MC+1SC) as this makes her only visible when in base to base contact with her and making rival shooters useless unless they possess traits such as Total Vision, Superior Sense of Smell or Enhanced Vision. This allows her to move freely around the table without much worry and even if she was hit dodge is her backup protection.
In support/Control tasks all she has is Handyman, and despite being the only character to date with an option to repair the Batmobile, her cost of $ 100 makes her incompatible, at least in 350 points games as the Batmobile already costs $1500. Although the inclusion of
Given recent improvements in equipment list that are now accessible beyond just Henchmen, Carrie has the option to be equipped, provided that Bruce Wayne is in the band, some great toys. Perhaps the most interesting in this case is the Bat-Armor Mk II (+ 3/$400), which gives her a save of 6+, and especially Martial Artist (+2/$100) to further ensure her value of Defense 4 in situations of numerical inferiority,
In short, her Defense 4 together with her Concealment (1MC+1SC), and her lack of offensive power, makes her a character very focused on controlling objectives and you could even play with the strategies Secret Objective (2/C) and Change of Plans (1/C) to be able to control two ammo crates at once. While it is true that the "invisibility" allows her to move safely around the table, if combined with strategies to quickly reach the goals like Reinforcements (1/D) can give victory points from the first couple of rounds. Once she has reached her goal, her Willpower 6 is sufficient to activate Concealment and not have to worry about using the rest in MC to prevent ranged attacks with Dodge and focus only on defending in melee. With all this, if she also equips with the trait Martial Artist (+ 2/$100) she can become even more lethal.
If she wishes not to use these mechanisms to reach her goals, her high movement value makes her perfect to advance on the surface of the table even with a loot under her arm and, although it means sacrificing a little mobility, her "stealth" can be a massive advantage paired with her Sidekick rank allowing repeat Let's Go failed between the nearest Henchmen (20 cm or less).
Finally, the Handyman lets her take actions to Manipulate without paying MC therefore allowing her to use the sewers only 1 SC or turn on/off Batsignal without having being affected by the whistles and Stop!