Bounty Logic
Part of the new logic introduced by the NPatch, the Bounty logic is reminiscent of the GLA bounty in Generals and Zero Hour.
Globals
As per most in-game logic, global entries exist in case there is no need for specificity on every unit or weapon. The global tags are appended to the [CombatDamage] section, and there are only four tags.

And they are as follows:
BountyCostMult=[float]
VeteranBountyCostMult=[float]
EliteBountyCostMult=[float]
BountyAnim=[Animation]

Just by the tag names, it's fairly obvious what each one does. The cost multipliers are applied to the destroyed unit's Cost to determine how many credits to give out, and this can be changed per each promotion level.

The BountyAnim defines an animation to play as the unit is destroyed, though it can be set to an invisible one should you so desire.

So, let's have an example. We'll take a Conscript that has 0.1 set to BountyCostMult and he happens to kill a GI. The owning player would then be awarded 20 credits.
For The Attacking Unit

Since we don't need every unit generating credits, the NPatch has tags that enable the logic on a per unit basis, which is also controllable on a per unit basis.

For example;
[IVAN]
GetsBounty=[bool]
VeteranGetsBounty=[bool]
EliteGetsBounty=[bool]
For The Destroyed Unit
There are overrides that can be used on a per unit basis should you wish that some units not grant a bonus at certain promotion levels. These are, of course, purely optional.

For example;
[APOC]
Bounty=0
VeteranBounty=0
EliteBounty=0

Should you set any of these to 0, each acts the unit's Cost, setting the bounty to 0 credits.
Limitations
You cannot use Bounty logic with any Special case weapon/warhead combinations like Parasite, MindControl and many others. Feel free to test them but not all special cases are guaranteed to work.