Armor Mass Qualifiers
Armor mass is an important property because it can affect a ship's maneuverability and maximum speed. In many cases it is helpful to add a weight qualifier to an armor's name to communicate this property. Use the following table:
MASS (kg) QUALIFIER
-------------------------------
<= 1,000 ultra-light
1,001-2,500 light
2,501-3,500 medium (or no qualifier)
3,501-6,000 heavy
6,001-9,000 super-heavy
9,001-12,000 massive
> 12,0000 battleship or dreadnought
For example, a reactive armor segment massing 5,000 kg could be called "heavy reactive armor".
Note that you are not required to use these qualifiers; it is OK to name armor without these qualifiers if it makes sense. But if you do use these qualifiers, they must match the specified armor masses. For example, do not name a 6,000 kg armor "light", even if it is the lightest version in the series.
Armor Mass and Hit Points
All things being equal, heavier armor has more hit points. The following table shows standard level 5 armor hit points at various masses. Adjust proportionally for other levels.
HP
ARMOR MASS (kg) (at level 5) COST ADJ.
----------------------------------------------------
ultra-light 1,000 70 ×0.6
light 2,000 85 ×0.8
medium 3,000 100 ×1
heavy 5,000 135 ×1.3
super-heavy 8,000 195 ×1.6
massive 12,000 265 ×2
battleship 20,000 300 ×2.6
Will this be combined with changes to vanilla ship armor limits? Because a sapphire getting to use 'heavy' armor is a little iffy....
(Another thing I would mention is that /ideally/ the naming choice is mass-based, not level-based, and mass doesn't go up with level per se. It just happens in vanilla that mass and naming DOES go up with level because of how balance is generally handled.)