Credits and Merits
Armageddon 1.0 split the CRC economy into Supplies, Credits, and Merits. Teams collect a Supplies quota in-match. That quota converts to Credits at final extraction. Early extraction pays no character XP and only a small Credit share. Weekly assignments reset on Tuesdays and pay Credits plus Merits; a set can yield 6 Merits. Merits buy cosmetics and the Rescue Beacon. Credits buy loadout items, skills, and cosmetics. There are no published redeem codes. Spend persistent currency on a Beacon before you spend it on a cosmetic pack.

Supplies and extract types
Supplies are a team quota, not a personal wallet. You collect them during the drop. They become Credits only at a final extract. An early extract is the safety timer: no character XP, small Credit share, and the quota does not pay the full cashout. Survival can force that early window after two failed speaker waves. Objective gives you the same choice if the squad calls the safety extract.
Plan the cashout before you start looting. A squad that fills the quota and then takes early extract spent the drop on a small Credit share. A squad that takes a final extract with a thin quota still gets character XP and whatever cashout the quota earned. The official rule is the pairing: final extract plus quota equals Credits and character XP.
If the squad is already losing speakers, stop chasing the last Supply crate and play the early window you are about to be given. The quota only becomes a full Credit cashout on a final extract. That pairing is the official economy, not a house rule.
Credits
Credits are the persistent currency. Armageddon priced several loadout rows in Credits: M9A3 dropped from 2500 to 1500, DB12 from 1200 to 600, Hockey Stick to 400 in the hotfix, Frag Grenade up from 150 to 300. Those numbers are why Credits matter more than a flavor wallet. They also buy the Rescue Beacon if you do not want to spend Merits.
Hard pays 150% Credit XP. Nightmare pays 200%. Those multipliers apply to the economy, not to a hidden token. If you need a Beacon and a cheaper shotgun before a first public extract, Normal or Hard final extracts are the published path. Solo does not replace that path; Solo has no traditional progression.
1500 for an M9A3 and 600 for a DB12 are the current loadout prices after Armageddon and the hotfix. Credits that sit unspent while you lose a Responder at extract were the Beacon you did not buy. Hard and Nightmare pay more Credit XP if you can survive them.

Merits and Tuesday assignments
Merits come from weekly assignments. The set resets on Tuesdays. A set can yield 6 Merits. That is the official yield in the 1.0 notes. Merits buy cosmetics and the Rescue Beacon. They are not a second Credits pile for the M9A3. If you want the Beacon without spending cashout Credits, complete the Tuesday set.
Assignments are not redeem codes. This game does not publish a codes page. If another wiki lists expired Twitter codes from a different title, they do not apply here. The CRC economy on this site is Supplies, Credits, Merits, Tuesday resets, and the Beacon.
Tuesday is the reset. Six Merits is the published set yield. Spend them on a Beacon before a cosmetic pack. This site will not add a redeem-code table because the sealed research found weekly assignments, not codes. Credits still buy the same Beacon if you miss a Tuesday set this week.
Rescue Beacon
The Rescue Beacon occupies a loadout slot, is consumable, and blocks the next permadeath loss. Buy it with Credits or Merits. It is the highest-tier utility in the sealed arsenal. It does not refund Supplies. It does not skip an early extract. It saves the next time this Responder would be deleted.
A player with three campsite slots and no Beacon can lose a leveled body at a successful extract. A player with one Beacon can spend it on that check and keep the character XP they just earned. That is the entire published reason to put Merits or Credits into the Beacon before a first Nightmare or Hard drop.
The Beacon is a slot and a consume. If you extract with it unused, it is still there for the next death check. If you die on Nightmare without it, the character XP you just earned dies with the body. That is why it sits in both the arsenal and this economy chapter.
What to buy first
The 13 August hotfix is the current price list for several rows. DB12 at 600 and Hockey Stick at 400 are cheap practice tools. M9A3 at 1500 is the priced sidearm. Frag Grenades at 300 are the expensive noise. The Beacon is the permadeath insurance. Phalanx pills are world loot, not a Credits row. Gene therapy is a once-per-match spawn, not a shop item.
Spend the first Credits on a tool you will use in Tutorial-plus-Range terms: a retuned melee or the cheaper shotgun. Spend the first Merits on a Beacon if you intend to keep a Responder. Cosmetics from the four 1.0 packs are separate Steam DLC and do not replace those two buys.
Order of spend for a new CRC player: cheap 1.0 melee or DB12, then Beacon, then M9A3, then cosmetics. Phalanx and gene therapy are not shop rows. Pack DLC is not a systems unlock. The hotfix prices are the current list until Torn Banner posts another.
Related pages: Civil Recovery Corps Field Arsenal Platforms