Lethal Company Ship Upgrades Quick Reference
Cost and benefit snapshot for ship upgrades so you can choose buys that improve run consistency, not just one-off highlight plays.
Upgrade Table
Costs are a vanilla-focused baseline. Confirm current pricing and feature behavior in your build or modpack before committing credits.
| Upgrade | Cost | Value Tier | Benefit | Best When |
|---|---|---|---|---|
| Teleporter | 375 | High | Emergency extraction tool that saves runs when one player gets trapped or lost. | Best first major upgrade when your team plays aggressive interiors and needs wipe prevention. |
| Inverse Teleporter | 425 | Situational | Fast deployment option for deep entries and high-risk recovery attempts. | Useful only with coordinated teams; skip early if your comms and map discipline are inconsistent. |
| Loud Horn | 100 | Medium | Cheap ship-side signal for regroup timing, extraction calls, and panic reset. | Great early buy for newer teams that need simple communication anchors. |
| Signal Translator | 255 | Situational | One-way text communication channel from ship to field players for callouts. | Worth it if your team already has a dedicated ship operator and clear shorthand messages. |
FAQ
What should we buy first: teleporter or horn?
If wipes are your main failure mode, prioritize the teleporter. If coordination is the issue and credits are tight, loud horn is a strong low-cost first buy.
Is inverse teleporter a trap purchase?
For many teams early on, yes. It can create chaotic entries. Buy it when your crew already executes clean, role-based runs.
Do these costs change by version or mods?
They can. Treat this page as a vanilla baseline and confirm exact in-game pricing for your current setup.
How do ship upgrades affect quota consistency?
Good upgrades reduce failed runs and improve extraction discipline, which matters more long-term than one-time high scrap spikes.