Department cash pays headquarters, vehicles, and salaries. No guide publishes a per-call dollar table, a citation rate, or a salary number, so this page lists sources rather than a profit formula.
Where cash is confirmed to come from
- Emergency dispatches. The payout moves with speed, captures, and safety on the summary card. Harder scenes are described as better rewards, without a multiplier.
- Evidence and contraband left on the scene. You pick up cases and cash stacks before the call ends.
- Beat patrols. Rookie officers hired for hour-long blocks write parking citations and produce passive income while other units take major calls.
- High-value targets, including Deluxe Street Crew leaders, pay more than a store alarm and can drop case files and bonus crates.
- Global Raids, from Department Level 7, add a shared funding pool. The pool size is not published.
- Codes. SHIELDUP is $900 plus a Duty Refill. TEARGAS is $1,550 plus 50 RP. Those are the only codes with a dollar amount.
What RP is
TEARGAS pays 50 RP and SWATTEAM pays 100 RP. The letters are not expanded in the code list or the system guides. Do not treat RP as cash.
Duty and timer items
SHIELDUP and MANAGER1 each include a Duty Refill. MANAGER1 also skips 1 hour on a timer. The guides do not define which timer, or how many duty points a refill restores.
Store cash
The 2x Cash pass costs 299 Robux and is for sale. The catalog description is blank, so the name is the only clue to a cash bonus. Do not plan a department around an unstated multiplier. Pass prices are on the store guide.
A spending order that matches the gates
- Redeem SHIELDUP and TEARGAS if they still accept.
- Clear store alarms until you can buy the Level 3 headquarters step.
- Put a second unit on beat patrol only after a roster slot exists.
- Save a cash reserve before Department Level 7 raids. The reserve size is not published; the guides only say the raids need a substantial one.
