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.

UpgradeCostValue TierBenefitBest When
Teleporter375HighEmergency 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 Teleporter425SituationalFast 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 Horn100MediumCheap ship-side signal for regroup timing, extraction calls, and panic reset.Great early buy for newer teams that need simple communication anchors.
Signal Translator255SituationalOne-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.

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