Combat Sim V2 A request for Data entry help

Obsidian

Mongoose
Hi Everyone, been working hard on the next version of the combat sim and something that is taking up a huge amount of time is the entering of all the ship data. I've managed to get the Abbai, Ancients, Brakiri, Centauri, and Dilgar done, but let me tell you it is taking forever...

Anyway, what I'm asking for is if a few kind souls out there could help me out by typing out some of the rest of the ships. No need to say which ones you want to do, just type up the info in the format below and either post it here or send me an e-mail.

Code:
case "SHIP CLASS NAME":
   newShip.Hull = X;
   newShip.Dodge = X;
   newShip.Interceptors = X;
   newShip.Stealth = X;
   newShip.GraviticEnergyGrid = X;
   newShip.Damage = X;
   newShip.CrippleDamage = X;
   newShip.Crew = X;
   newShip.SkeletonCrew = X;
   newShip.Troops = X;

     // Load the Weapons

     newShip.AddWeapon("WEAPON NAME",  Attack Dice,  Range, Weapon.Arc.FIRING ARC, new Weapon.trait[] { Weapon.trait.TRAIT1, Weapon.trait.TRAIT2, etc;});

   break;

There is no need to fill in stuff that the ship doesn't have, it can just be left blank. So as an example, here is the code for a Primus

Code:
case "Primus":
   newShip.Hull = 6;
   newShip.Interceptors = 2;
   newShip.Damage = 45;
   newShip.CrippleDamage = 12;
   newShip.Crew = 60;
   newShip.SkeletonCrew = 15;
   newShip.Troops = 5;

   // Load the Weapons
   newShip.AddWeapon("Battle Laser", 6, 25, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.SuperAP, Weapon.trait.Beam, Weapon.trait.DoubleDamage });

   newShip.AddWeapon("Twin Particle Array", 10, 8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked, });

   newShip.AddWeapon("Twin Particle Array", 6, 8, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked });

   newShip.AddWeapon("Twin Particle Array", 6, 8, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked });

   newShip.AddWeapon("Twin Particle Array", 4, 8, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked });

                    break;

Don't worry too much about getting it completely right. Simply coming close will be a huge help. Also, if people want a copy of the program in its current state without all the data filled in yet, just let me know and I'll post it for people to download. Source code and all.
 
Well, I pretty much need everything from the Drakh on down to the Vree. As a start though, could you type up the Vaarl and post it here in the forum? We'll figure out where to go from there.
 
Code:
case "Delta-V Flight": 
   newShip.Hull = 3; 
   newShip.Dodge = 2;  
   newShip.Damage = 1; 

    // Load the Weapons 

     newShip.AddWeapon("Light Particle Gun", 2, 2, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Weak, ;}); 

   break; 

case "Double-V Flight": 
   newShip.Hull = 4; 
   newShip.Dodge = 3;  
   newShip.Damage = 1;

    // Load the Weapons 

     newShip.AddWeapon("Twin-Linked Light Particle Gun", 4, 2, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Weak, Weapon.trait.Twin-Linked;}); 

   break; 

case "Battlewagon": 
   newShip.Hull = 6; 
   newShip.Interceptors = 2; 
   newShip.Damage = 35; 
   newShip.CrippleDamage = 8; 
   newShip.Crew = 40; 
   newShip.SkeletonCrew = 10; 
   newShip.Troops = 4; 

    // Load the Weapons 

     newShip.AddWeapon("Medium Laser Cannon", 3, 20, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.trait.DoubleDamage;}); 
     newShip.AddWeapon("Medium Pulse Cannon", 10, 10, Weapon.Arc.Front, new Weapon.trait[] ); 
     newShip.AddWeapon("Twin Particle Array", Attack Dice,  8, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.Twin-Linked, Weapon.trait.Weak, etc;}); 
     newShip.AddWeapon("Particle Beam", 4, 4, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Anti-Fighter, Weapon.trait.Weak, etc;}); 
     newShip.AddWeapon("Particle Beam", 4, 4, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.Anti-Fighter, Weapon.trait.Weak, etc;}); 
     newShip.AddWeapon("Particle Beam", 4, 4, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.Anti-Fighter, Weapon.trait.Weak, etc;}); 
     newShip.AddWeapon("Particle Beam", 4, 4, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.Anti-Fighter, Weapon.trait.Weak, etc;}); 

   break; 

case "Raiders Modified Freighter": 
   newShip.Hull = 5;   
   newShip.Damage = 12; 
   newShip.CrippleDamage = 3; 
   newShip.Crew = 12; 
   newShip.SkeletonCrew = 3; 
   newShip.Troops = 1; 

    // Load the Weapons 

     newShip.AddWeapon("Medium Pulse Cannon", 3, 8, Weapon.Arc.Front, new Weapon.trait[]  
     newShip.AddWeapon("Medium Pulse Cannon", 3, 8, Weapon.Arc.Aft, new Weapon.trait[]  
     newShip.AddWeapon("Medium Pulse Cannon", 3, 8, Weapon.Arc.Port, new Weapon.trait[]  
     newShip.AddWeapon("Medium Pulse Cannon", 3, 8, Weapon.Arc.Starboard, new Weapon.trait[]  
     newShip.AddWeapon("Particle Beam", 4, 4, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Anti-Fighter, Weapon.trait.Weak, etc;}); 
   break; 

case "Stike Carrier": 
   newShip.Hull = 4; 
   newShip.Damage = 32; 
   newShip.CrippleDamage = 7; 
   newShip.Crew = 54; 
   newShip.SkeletonCrew = 12; 
   newShip.Troops = 3; 

    // Load the Weapons 

     newShip.AddWeapon("Medium Pulse Cannon", 8, 10, Weapon.Arc.Front, new Weapon.trait[]  
     newShip.AddWeapon("Medium Pulse Cannon", 4, 10, Weapon.Arc.Port, new Weapon.trait[]  
     newShip.AddWeapon("Medium Pulse Cannon", 4, 10, Weapon.Arc.Starboard, new Weapon.trait[]  
     newShip.AddWeapon("Particle Beam", 6, 4, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Anti-Fighter, Weapon.trait.Weak, etc;}); 
     newShip.AddWeapon("Particle Beam", 6, 4, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.Anti-Fighter, Weapon.trait.Weak, etc;}); 
     newShip.AddWeapon("Particle Beam", 6, 4, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.Anti-Fighter, Weapon.trait.Weak, etc;}); 
     newShip.AddWeapon("Particle Beam", 6, 4, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.Anti-Fighter, Weapon.trait.Weak, etc;}); 

   break; 

case "Breaching Pod": 
   newShip.Hull = 6; 
   newShip.Dodge = 5;  
   newShip.Damage = 1; 
   newShip.Troops = 1; 

    // Load the Weapons 

     newShip.AddWeapon("WEAPON NAME",  Attack Dice,  Range, Weapon.Arc.FIRING ARC, new Weapon.trait[] { Weapon.trait.TRAIT1, Weapon.trait.TRAIT2, etc;}); 

   break; 

case "Raiders Nova Dreadnoght": 
   newShip.Hull = 5; 
   newShip.Interceptors = 4; 
   newShip.Damage = 60; 
   newShip.CrippleDamage = 20; 
   newShip.Crew = 85; 
   newShip.SkeletonCrew = 25; 
   newShip.Troops = 2; 

    // Load the Weapons 

     newShip.AddWeapon("Combat Laser", 6, 18, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.Beam,;}); 
     newShip.AddWeapon("Laser/Pulse Array", 12, 12, Weapon.Arc.FIRING ARC, new Weapon.trait[] { Weapon.trait.Twin-Linked, ;});

There are the Raiders, hopefully error free for ya. Not sure on how to handle the Laser/Pulse arrays on the Nova.
 
Awesome! Thank you Tredrick. Couple of minor things in there, but it only took me about 10 minutes to fix them so now I can cross Raiders off of my list of Fleets to do. :D

For the Laser/Pulse Array, that is something I am going to have to figure out within the program so that you can switch them on the fly. Right now I'm not doing it so it will fire in the default Pulse Array configuration.
 
I see I forgot to finish the Laser/Pulse arrays.

Did I get the other arc names right? I am about to start on ISA, so I would like to know the proper name for bore sight.
 
Code:
case "White Star": 
   newShip.Hull = 5; 
   newShip.Dodge = 4;  
   newShip.Damage = 10; 
   newShip.CrippleDamage = 3; 
   newShip.Crew = 12; 
   newShip.SkeletonCrew = 3; 
   newShip.Troops = 1; 

    // Load the Weapons 

     newShip.AddWeapon("Improved Neutron Laser", 1, 18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.Triple Damage,;}); 
     newShip.AddWeapon("Molecular Pulsar", 4, 10, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Anti-fighter, Weapon.trait.AP;}); 

   break; 

case "White Star 2": 
   newShip.Hull = 5; 
   newShip.Dodge = 3;  
   newShip.Damage = 15; 
   newShip.CrippleDamage = 3; 
   newShip.Crew = 12; 
   newShip.SkeletonCrew = 3; 
   newShip.Troops = 1; 

    // Load the Weapons 

     newShip.AddWeapon("Improved Neutron Laser", 2, 18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.Triple Damage,;}); 
     newShip.AddWeapon("Molecular Pulsar", 8, 10, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Anti-fighter, Weapon.trait.AP, Weapon.trait.DoubleDamage,Weapon.trait.Precise,;}); 
     newShip.AddWeapon("Missile Rack", 2, 30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.Slow Loading, Weapon.trait.SuperAP;}); 

   break; 

case "Thunderbolt Flight": 
   newShip.Hull = 5; 
   newShip.Dodge = 2;  
   newShip.Damage = 1; 
 
    // Load the Weapons 

     newShip.AddWeapon("Gatling Pulse Cannon", 2, 2, Weapon.Arc.Turret, new Weapon.trait[] {}); 
     newShip.AddWeapon("Missile Rack", 2, 4, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AP,;}); 

   break; 

case "Starfury Flight": 
   newShip.Hull = 4; 
   newShip.Dodge = 2;  
   newShip.Damage = 1; 

    // Load the Weapons 

     newShip.AddWeapon("Uni-Pulse Cannon", 2, 2, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Twin-Linked,;}); 

   break; 

case "Nial Heavy Fighter Flight": 
   newShip.Hull = 3; 
   newShip.Dodge = 2;  
   newShip.Stealth = 4; 
   newShip.Damage = 1; 

    // Load the Weapons 

     newShip.AddWeapon("Light Fusion Cannon", 3, 2, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AP,;}); 

   break; 

case "White Star Gunship": 
   newShip.Hull = 5; 
   newShip.Dodge = 5;  
   newShip.Damage = 24; 
   newShip.CrippleDamage = 5; 
   newShip.Crew = 15; 
   newShip.SkeletonCrew = 5; 
   newShip.Troops = 1; 

    // Load the Weapons 

     newShip.AddWeapon("Improved Neutron Laser", 4, 18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.Triple Damage,;}); 
     newShip.AddWeapon("Molecular Pulsar", 8, 10, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Anti-fighter, Weapon.trait.AP, Weapon.trait.DoubleDamage,Weapon.trait.Precise,;}); 
     newShip.AddWeapon("Missile Rack", 4, 30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.Slow Loading, Weapon.trait.SuperAP;}); 

   break; 

case "White Star Fighter": 
   newShip.Hull = 5; 
   newShip.Dodge = 4;  
   newShip.Damage = 1; 

    // Load the Weapons 

     newShip.AddWeapon("Molecular Pulsar", 3, 2, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage,Weapon.trait.Precise,;});  

   break; 

case "White Star Carrier": 
   newShip.Hull = 5; 
   newShip.Dodge = 5;  
   newShip.Damage = 36; 
   newShip.CrippleDamage = 6; 
   newShip.Crew = 48; 
   newShip.SkeletonCrew = 12; 
   newShip.Troops = 1; 

    // Load the Weapons 

     newShip.AddWeapon("Improved Neutron Laser", 2, 24, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.Triple Damage,;}); 
     newShip.AddWeapon("Molecular Pulsar", 6, 15, Weapon.Arc.Front, new Weapon.trait[] {  Weapon.trait.AP, Weapon.trait.DoubleDamage,Weapon.trait.Precise,;}); 
     newShip.AddWeapon("Molecular Pulsar", 6, 15, Weapon.Arc.Aft, new Weapon.trait[] {  Weapon.trait.AP, Weapon.trait.DoubleDamage,Weapon.trait.Precise,;}); 
     newShip.AddWeapon("Molecular Pulsar", 6, 15, Weapon.Arc.Port, new Weapon.trait[] {  Weapon.trait.AP, Weapon.trait.DoubleDamage,Weapon.trait.Precise,;}); 
     newShip.AddWeapon("Molecular Pulsar", 6, 15, Weapon.Arc.Starboard, new Weapon.trait[] {  Weapon.trait.AP, Weapon.trait.DoubleDamage,Weapon.trait.Precise,;}); 

   break; 

case "Victory Class Destroyer": 
   newShip.Hull = 6; 
   newShip.Interceptors = 6; 
   newShip.Damage = 100; 
   newShip.CrippleDamage = 16; 
   newShip.Crew = 110; 
   newShip.SkeletonCrew = 20; 
   newShip.Troops = 6; 

    // Load the Weapons 

     newShip.AddWeapon("Lightning Cannon", 10, 20, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.Triple Damage,;});
     newShip.AddWeapon("Neutron Cannon", 6, 30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.Double Damage,;}); 
     newShip.AddWeapon("Neutron Cannon", 4, 30, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.Double Damage,;});
     newShip.AddWeapon("Heavy Pulse Cannon", 20, 12, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Twin-Linked, ;}); 
     newShip.AddWeapon("Fusion Cannon", 10, 18, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.Mini-beam, etc;}); 

   break;


The ISA, for your approval. I would check that the White Star stats are the current ones. That ship has been redone more than once.
 
Good stuff there!

On the White Star:
As of Armageddon it now has a 4+ Dodge, and the Molecular Pulsars have 4AD and lose Precise. Other than that, all looks good :)
 
wow, you're ona tear tonight. Thank you again. Since you're asking, here are a couple of minor corrections to what you've been doing. No need to redo any of the stuff you've already done since it is easy for me to clean up, just want to let you know about it should you get to any more.

1. At the end of the AddWeapon calls where the traits are listed, the ending portion with ", etc;" should be removed. Same goes for any of them thaqt end with ", :"

2. No dashes in the in the trait names so AntiFighter and MiniBeam instead of Anti-Fighter and Mini-beam.

3. Fighters have a special trait so they get listed as "newShip.Fighter = true". You don't need the damage/crew scores. Should have told you about that earlier.


Did I get the other arc names right? I am about to start on ISA, so I would like to know the proper name for bore sight.

Yep, you got them all correct. Should you do one that is B(a) that is listed as BoreSightAft.

Once again, thank you for getting through a number of these. It is a great help.
 
Not sure if the Shadows were counted with the Ancients, but here they are (except the cloud as that has space stationy type things going on):

Code:
case "Shadow Fighter Flight":
   newShip.Hull = 4;
   newShip.Dodge = 3; 
   newShip.Damage = 1;

    // Load the Weapons

     newShip.AddWeapon("Polarity Cannon", 2, 2, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;});

   break; 

case "Shadow Hunter":
   newShip.Hull = 6;
   newShip.Damage = 175;

     // Load the Weapons

     newShip.AddWeapon("Molecular Slicer Beam",  6,  15, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;});

   break;

case "Shadow Scout":
   newShip.Hull = 6;
   newShip.Stealth = 4;
   newShip.Damage = 75;

     // Load the Weapons

     newShip.AddWeapon("Phasing Pulse Cannon",  6,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

   break;

case "Shadow Ship":
   newShip.Hull = 6;
   newShip.Damage = 250;

     // Load the Weapons

     newShip.AddWeapon("Molecular Slicer Beam",  8,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;});

   break;

Hopefully I have the right idea of how this works....

Poking at the Vree now.
 
Code:
case "Shadow Fighter Flight": 
 newShip.Fighter = true 
 newShip.Hull = 4; 
 newShip.Dodge = 3; 

  // Load the Weapons 

  newShip.AddWeapon("Polarity Cannon", 2, 2, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;}); 

 break; 

case "Shadow Hunter": 
 newShip.Hull = 6; 
 newShip.Damage = 175; 

  // Load the Weapons 

  newShip.AddWeapon("Molecular Slicer Beam", 6, 15, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;}); 
  newShip.AddWeapon("Fighter Dispersal Tube", -, 30, Weapon.Arc.Front, new Weapon.trait[] {;}); 

 break; 

case "Shadow Scout": 
 newShip.Hull = 5; 
 newShip.Stealth = 4; 
 newShip.Damage = 75; 


  // Load the Weapons 

  newShip.AddWeapon("Phasing Pulse Cannon", 6, 8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;}); 

 break; 

case "Shadow Ship": 
 newShip.Hull = 6; 
 newShip.Damage = 250; 

  // Load the Weapons 

  newShip.AddWeapon("Molecular Slicer Beam", 8, 18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;}); 
  newShip.AddWeapon("Jump Point Disruptor", -, 18, Weapon.Arc.Front, new Weapon.trait[] { ;}); 
  newShip.AddWeapon("Fighter Dispersal Tube", -, 30, Weapon.Arc.Front, new Weapon.trait[] {;}); 
 break; 

case "Vorlon Destroyer": 
 newShip.Hull = 5; 
 newShip.Damage = 120; 

  // Load the Weapons 

  newShip.AddWeapon("Discharge Guns", 8, 18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise;}); 

 break; 

case "Vorlon Transport": 
 newShip.Hull = 5; 
 newShip.Damage = 80; 

  // Load the Weapons 

  newShip.AddWeapon("Discharge Guns", 4, 12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise;}); 

 break; 

case "Vorlon Light Cruiser": 
 newShip.Hull = 6; 
 newShip.Damage = 200; 

  // Load the Weapons 

  newShip.AddWeapon("Lightning Gun", 6, 20, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.SuperAP, Weapon.trait.Beam, Weapon.trait.TripleDamage, Weapon.trait.Precise;}); 

 break; 

case "Vorlon Heavy Cruiser": 
 newShip.Hull = 5; 
 newShip.Damage = 300; 

  // Load the Weapons 

  newShip.AddWeapon("Lightning Gun", 8, 30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.SuperAP, Weapon.trait.Beam, Weapon.trait.TripleDamage, Weapon.trait.Precise;}); 
  newShip.AddWeapon("Discharge Guns", 10, 19, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise;}); 

 break; 

case "Vorlon Fighter Flight": 
 newShip.Fighter = true
 newShip.Hull = 5; 
 newShip.Dodge = 3; 


  // Load the Weapons 

  newShip.AddWeapon("Discharge Gun", 2, 3, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.AP, Weapon.trait.Precise;}); 

 break;

Shadows and Vorlons. I figure you have a tag for the funky damage system they take. You have to put that in.
 
Vree

Code:
case "Tzymm Heavy Fighter Flight":
   newShip.Hull = 4;
   newShip.Dodge = 3; 
   newShip.Damage = 1;

    // Load the Weapons

     newShip.AddWeapon("Light Antimatter Cannon", 2, 4, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AP;});

     newShip.AddWeapon("Twin Light Antiproton Gun", 3, 2, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.Weak;});

   break; 

case "Vaarl":
   newShip.Hull = 3;
   newShip.Stealth = 5;
   newShip.Damage = 10;
   newShip.CrippleDamage = 3;
   newShip.Crew = 12;
   newShip.SkeletonCrew = 4;
   newShip.Troops = 1;

     // Load the Weapons

     newShip.AddWeapon("Antimatter Cannon",  2,  10, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.SuperAP;});

     newShip.AddWeapon("Antiproton Gun",  4,  5, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter;});

   break;

case "Vaarka":
   newShip.Hull = 4;
   newShip.Stealth = 5;
   newShip.Damage = 10;
   newShip.CrippleDamage = 3;
   newShip.Crew = 12;
   newShip.SkeletonCrew = 4;
   newShip.Troops = 1;

     // Load the Weapons

     newShip.AddWeapon("Antimatter Shredder",  2,  12, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Antiproton Gun",  6,  5, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter;});

   break;

case "Xaar":
   newShip.Hull = 4;
   newShip.Dodge = 5;
   newShip.Damage = 8;
   newShip.CrippleDamage = 3;
   newShip.Crew = 10;
   newShip.SkeletonCrew = 4;
   newShip.Troops = 1;

     // Load the Weapons

     newShip.AddWeapon("Antimatter Cannon",  4,  10, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.SuperAP;});

     newShip.AddWeapon("Antiproton Gun",  4,  5, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter;});

   break;

case "Xill":
   newShip.Hull = 5;
   newShip.Damage = 30;
   newShip.CrippleDamage = 7;
   newShip.Crew = 35;
   newShip.SkeletonCrew = 8;
   newShip.Troops = 1;

     // Load the Weapons

     newShip.AddWeapon("Antimatter Cannon",  6,  10, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.SuperAP;});

     newShip.AddWeapon("Antimatter Shredder",  4,  20, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Antiproton Gun",  3,  5, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Antiproton Gun",  3,  5, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Antiproton Gun",  3,  5, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Antiproton Gun",  3,  5, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked;});

   break;

case "Xaak":
   newShip.Hull = 6;
   newShip.Damage = 38;
   newShip.CrippleDamage = 7;
   newShip.Crew = 40;
   newShip.SkeletonCrew = 8;
   newShip.Troops = 2;

     // Load the Weapons

     newShip.AddWeapon("Antimatter Torpedo",  6,  30, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Antimatter Cannon",  8,  10, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.SuperAP;});

     newShip.AddWeapon("Antimatter Shredder",  6,  20, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Antiproton Gun",  4,  6, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Antiproton Gun",  4,  6, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Antiproton Gun",  4,  6, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Antiproton Gun",  4,  6, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked;});

   break;

case "Xorr":
   newShip.Hull = 4;
   newShip.Damage = 18;
   newShip.CrippleDamage = 6;
   newShip.Crew = 20;
   newShip.SkeletonCrew = 6;
   newShip.Troops = 1;

     // Load the Weapons

     newShip.AddWeapon("Twin Antimatter Cannon",  6,  10, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.SuperAP, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Antimatter Cannon",  4,  10, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.SuperAP;});

     newShip.AddWeapon("Antiproton Gun",  2,  5, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter;});

     newShip.AddWeapon("Antiproton Gun",  2,  5, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter;});

     newShip.AddWeapon("Antiproton Gun",  2,  5, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter;});

     newShip.AddWeapon("Antiproton Gun",  2,  5, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AntiFighter;});

   break;

case "Ximm":
   newShip.Hull = 4;
   newShip.Damage = 18;
   newShip.CrippleDamage = 6;
   newShip.Crew = 20;
   newShip.SkeletonCrew = 6;
   newShip.Troops = 1;

     // Load the Weapons

     newShip.AddWeapon("Antimatter Cannon",  2,  10, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.SuperAP;});

     newShip.AddWeapon("Twin-Linked Antiproton Gun",  2,  5, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked;});

   break;

case "Xixx":
   newShip.Hull = 4;
   newShip.Damage = 18;
   newShip.CrippleDamage = 6;
   newShip.Crew = 20;
   newShip.SkeletonCrew = 6;
   newShip.Troops = 1;

     // Load the Weapons

     newShip.AddWeapon("Antimatter Torpedo",  2,  30, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Antimatter Torpedo",  2,  30, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Antiproton Gun",  2,  5, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter;});

     newShip.AddWeapon("Antiproton Gun",  2,  5, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter;});

     newShip.AddWeapon("Antiproton Gun",  2,  5, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter;});

     newShip.AddWeapon("Antiproton Gun",  2,  5, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AntiFighter;});

   break;

case "Z'Takk":
   newShip.Hull = 6;
   newShip.Damage = 72;
   newShip.CrippleDamage = 14;
   newShip.Crew = 50;
   newShip.SkeletonCrew = 9;
   newShip.Troops = 3;

     // Load the Weapons

     newShip.AddWeapon("Antimatter Torpedo",  8,  30, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Antimatter Cannon",  16,  10, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.SuperAP;});

     newShip.AddWeapon("Antimatter Shredder",  10,  20, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Antiproton Gun",  8,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Antiproton Gun",  8,  8, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Antiproton Gun",  8,  8, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Antiproton Gun",  8,  8, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked;});
 
DONE:
Abbai
Ancients
Brakiri
Centauri
Dilgar
ISA
Raiders
Shadows
Vorlons
Vree

STILL LEFT
EA (Early)
EA (3rd Age)
EA (Crusade)
Minbari
Narn
Drakh


Am I missing anything?
 
At least EA is eminently copy 'n paste-able for a lot of the ships between the three era's.

Will do the Minbari next.
 
Minbari

Code:
case "Ashinta":
   newShip.Hull = 5;
   newShip.Stealth = 4;
   newShip.Damage = 38;
   newShip.CrippleDamage = 6;
   newShip.Crew = 42;
   newShip.SkeletonCrew = 7;
   newShip.Troops = 4;

     // Load the Weapons

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam, Weapon.trait.TwinLinked;});

   break;

case "Esharan":
   newShip.Hull = 5;
   newShip.Stealth = 4;
   newShip.Damage = 38;
   newShip.CrippleDamage = 6;
   newShip.Crew = 42;
   newShip.SkeletonCrew = 7;
   newShip.Troops = 4;

     // Load the Weapons

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Shock Cannon",  4,  5, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.AntiFighter;});

     newShip.AddWeapon("Fusion Cannon",  4,  18, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Shock Cannon",  4,  5, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.AntiFighter;});

     newShip.AddWeapon("Fusion Cannon",  4,  18, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Shock Cannon",  4,  5, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.AntiFighter;});

     newShip.AddWeapon("Fusion Cannon",  4,  18, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Shock Cannon",  4,  5, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.AntiFighter;});

   break;

case "Flyer Flight":
   newShip.Hull = 3;
   newShip.Dodge = 4;
   newShip.Stealth = 5;
   newShip.Damage = 1;

     // Load the Weapons

     newShip.AddWeapon("Light Fusion Cannon",  3,  2, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AP;});

   break;

case "Leshath":
   newShip.Hull = 4;
   newShip.Stealth = 5;
   newShip.Damage = 24;
   newShip.CrippleDamage = 5;
   newShip.Crew = 28;
   newShip.SkeletonCrew = 6;
   newShip.Troops = 3;

     // Load the Weapons

     newShip.AddWeapon("Fusion Cannon",  8,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

   break;

case "Morshin":
   newShip.Hull = 4;
   newShip.Stealth = 5;
   newShip.Damage = 38;
   newShip.CrippleDamage = 6;
   newShip.Crew = 36;
   newShip.SkeletonCrew = 7;
   newShip.Troops = 4;

     // Load the Weapons

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  2,  18, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  2,  18, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  4,  18, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

   break;

case "Neroon":
   newShip.Hull = 5;
   newShip.Stealth = 5;
   newShip.Damage = 72;
   newShip.CrippleDamage = 24;
   newShip.Crew = 50;
   newShip.SkeletonCrew = 25;
   newShip.Troops = 8;

     // Load the Weapons

     newShip.AddWeapon("Improved Neutron Laser",  4,  36, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;});

     newShip.AddWeapon("Fusion Cannon",  12,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Improved Neutron Laser",  2,  36, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;});

     newShip.AddWeapon("Fusion Cannon",  12,  18, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Improved Neutron Laser",  2,  36, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;});

     newShip.AddWeapon("Fusion Cannon",  12,  18, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Improved Neutron Laser",  2,  36, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;});

     newShip.AddWeapon("Fusion Cannon",  12,  18, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

   break;

case "Neshatan":
   newShip.Hull = 6;
   newShip.Stealth = 4;
   newShip.Damage = 56;
   newShip.CrippleDamage = 8;
   newShip.Crew = 62;
   newShip.SkeletonCrew = 10;
   newShip.Troops = 5;

     // Load the Weapons

     newShip.AddWeapon("Neutron Laser",  6,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Fusion Cannon",  8,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Neutron Laser",  4,  30, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Fusion Cannon",  4,  18, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

   break;

case "Nial Heavy Fighter Flight":
   newShip.Hull = 3;
   newShip.Dodge = 2;
   newShip.Stealth = 4;
   newShip.Damage = 1;

     // Load the Weapons

     newShip.AddWeapon("Light Fusion Cannon",  3,  2, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AP;});

   break;

case "Shantavi":
   newShip.Hull = 5;
   newShip.Stealth = 4;
   newShip.Damage = 38;
   newShip.CrippleDamage = 6;
   newShip.Crew = 42;
   newShip.SkeletonCrew = 7;
   newShip.Troops = 3;

     // Load the Weapons

     newShip.AddWeapon("Improved Neutron Laser",  4,  25, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;});

     newShip.AddWeapon("Fusion Cannon",  4,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Molecular Disruptor",  6,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage, Weapon.trait.Precise;});

   break;

case "Sharkaan":
   newShip.Hull = 5;
   newShip.Stealth = 5;
   newShip.Damage = 60;
   newShip.CrippleDamage = 8;
   newShip.Crew = 66;
   newShip.SkeletonCrew = 9;
   newShip.Troops = 3;

     // Load the Weapons

     newShip.AddWeapon("Improved Neutron Laser",  4,  36, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;});

     newShip.AddWeapon("Fusion Cannon",  8,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  4,  18, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  4,  18, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Neutron Laser",  4,  30, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

   break;

case "Sharlin":
   newShip.Hull = 5;
   newShip.Stealth = 5;
   newShip.Damage = 60;
   newShip.CrippleDamage = 8;
   newShip.Crew = 66;
   newShip.SkeletonCrew = 9;
   newShip.Troops = 5;

     // Load the Weapons

     newShip.AddWeapon("Neutron Laser",  6,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Fusion Cannon",  8,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  8,  18, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  8,  18, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Neutron Laser",  4,  30, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Fusion Cannon",  8,  18, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

   break;

case "Sharoos":
   newShip.Hull = 5;
   newShip.Stealth = 5;
   newShip.Damage = 60;
   newShip.CrippleDamage = 8;
   newShip.Crew = 66;
   newShip.SkeletonCrew = 9;
   newShip.Troops = 5;

     // Load the Weapons

     newShip.AddWeapon("Neutron Laser",  4,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Neutron Laser",  2,  30, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Fusion Cannon",  4,  18, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Neutron Laser",  2,  30, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Fusion Cannon",  4,  18, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Neutron Laser",  2,  30, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Fusion Cannon",  2,  18, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

   break;

case "Teshlan":
   newShip.Hull = 5;
   newShip.Stealth = 4;
   newShip.Damage = 24;
   newShip.CrippleDamage = 5;
   newShip.Crew = 36;
   newShip.SkeletonCrew = 6;
   newShip.Troops = 3;

     // Load the Weapons

     newShip.AddWeapon("Neutron Laser",  2,  20, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

   break;

case "Tigara":
   newShip.Hull = 5;
   newShip.Stealth = 4;
   newShip.Damage = 24;
   newShip.CrippleDamage = 5;
   newShip.Crew = 36;
   newShip.SkeletonCrew = 6;
   newShip.Troops = 3;

     // Load the Weapons

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Molecular Disruptor",  6,  8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage, Weapon.trait.Precise;});

     newShip.AddWeapon("Antimatter Converter",  6,  4, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Fusion Cannon",  2,  18, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Molecular Disruptor",  4,  8, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage, Weapon.trait.Precise;});

     newShip.AddWeapon("Fusion Cannon",  2,  18, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Molecular Disruptor",  4,  8, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage, Weapon.trait.Precise;});

     newShip.AddWeapon("Fusion Cannon",  4,  18, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Molecular Disruptor",  4,  8, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage, Weapon.trait.Precise;});

   break;

case "Tinashi":
   newShip.Hull = 5;
   newShip.Stealth = 4;
   newShip.Damage = 38;
   newShip.CrippleDamage = 6;
   newShip.Crew = 42;
   newShip.SkeletonCrew = 7;
   newShip.Troops = 4;

     // Load the Weapons

     newShip.AddWeapon("Neutron Laser",  4,  25, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Fusion Cannon",  8,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam, Weapon.trait.TwinLinked;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam, Weapon.trait.TwinLinked;});

   break;

case "Tishat Medium Fighter Flight":
   newShip.Hull = 3;
   newShip.Dodge = 2;
   newShip.Stealth = 4;
   newShip.Damage = 1;

     // Load the Weapons

     newShip.AddWeapon("Light Fusion Cannon",  1,  2, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AP;});

   break;

case "Torotha":
   newShip.Hull = 4;
   newShip.Stealth = 4;
   newShip.Damage = 16;
   newShip.CrippleDamage = 5;
   newShip.Crew = 18;
   newShip.SkeletonCrew = 5;
   newShip.Troops = 2;

     // Load the Weapons

     newShip.AddWeapon("Fusion Cannon",  4,  12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Molecular Disruptor",  4,  6, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage, Weapon.trait.Precise;});

     newShip.AddWeapon("Fusion Cannon",  2,  12, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

   break;

case "Troligan":
   newShip.Hull = 5;
   newShip.Stealth = 4;
   newShip.Damage = 55;
   newShip.CrippleDamage = 7;
   newShip.Crew = 64;
   newShip.SkeletonCrew = 7;
   newShip.Troops = 4;

     // Load the Weapons

     newShip.AddWeapon("Neutron Laser",  2,  30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Fusion Cannon",  8,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

   break;

case "Veshatan":
   newShip.Hull = 6;
   newShip.Stealth = 4;
   newShip.Damage = 56;
   newShip.CrippleDamage = 8;
   newShip.Crew = 62;
   newShip.SkeletonCrew = 10;
   newShip.Troops = 5;

     // Load the Weapons

     newShip.AddWeapon("Neutron Laser",  4,  25, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.Precise, Weapon.trait.SuperAP;});

     newShip.AddWeapon("Fusion Cannon",  6,  18, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  4,  18, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  4,  18, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

     newShip.AddWeapon("Fusion Cannon",  4,  18, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.MiniBeam;});

   break;

That's me done for the night. Someone might want to proof read this one as its now a silly time in the morning here and I'm getting tired.

DONE:
Abbai
Ancients
Brakiri
Centauri
Dilgar
ISA
Minbari
Raiders
Shadows
Vorlons
Vree

STILL LEFT
EA (Early)
EA (3rd Age)
EA (Crusade)
Narn
Drakh
 
Here's all the EA ships. They are (mostly) in order of appearance in Armageddon. The ships in multiple eras are not listed more than once. I leave that task to you.

Code:
case "Artemis-class Heavy  Frigate": 
 newShip.Hull = 5; 
 newShip.Interceptors = 2; 
 newShip.Damage = 18; 
 newShip.CrippleDamage = 5; 
 newShip.Crew = 22; 
 newShip.SkeletonCrew = 6; 
 newShip.Troops = 2; 

  // Load the Weapons 

  newShip.AddWeapon("Railguns", 6, 12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Railguns", 4, 12, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Particle Beam", 6, 5, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beam", 6, 5, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 

 break; 

case "Artemis-class Escort  Frigate": 
 newShip.Hull = 5; 
 newShip.Interceptors = 2; 
 newShip.Damage = 18; 
 newShip.CrippleDamage = 5; 
 newShip.Crew =22; 
 newShip.SkeletonCrew = 6; 
 newShip.Troops = 2; 

  // Load the Weapons 

  newShip.AddWeapon("Medium Pulse Cannon", 10, 10, Weapon.Arc.Front, new Weapon.trait[] { ;}); 
  newShip.AddWeapon("Medium Pulse Cannon", 4, 10, Weapon.Arc.Aft, new Weapon.trait[] { ;}); 
  newShip.AddWeapon("Particle Beam", 6, 5, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beam", 6, 5, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 

 break; 

case "Avenger Class Heavy Carrier": 
 newShip.Hull = 5; 
 newShip.Interceptors = 1; 
 newShip.Damage = 40; 
 newShip.CrippleDamage = 10; 
 newShip.Crew = 50; 
 newShip.SkeletonCrew = 12; 
 newShip.Troops = 6; 

  // Load the Weapons 

  newShip.AddWeapon("Medium Pulse Cannon", 6, 8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP;}); 
  newShip.AddWeapon("Light Pulse Cannon", 4, 8, Weapon.Arc.Front, new Weapon.trait[] { ;}); 
  newShip.AddWeapon("Light Pulse Cannon", 4, 8, Weapon.Arc.Aft, new Weapon.trait[] { ;}); 
  newShip.AddWeapon("Light Pulse Cannon", 4, 8, Weapon.Arc.Port, new Weapon.trait[] { ;}); 
  newShip.AddWeapon("Light Pulse Cannon", 4, 8, Weapon.Arc.Starboard, new Weapon.trait[] { ;}); 

 break; 

case "Explorer Class Survey Ship": 
 newShip.Hull = 4;  
 newShip.Interceptors = 3; 
 newShip.Damage = 140; 
 newShip.CrippleDamage = 40; 
 newShip.Crew = 65; 
 newShip.SkeletonCrew = 15; 
 newShip.Troops = 10; 

  // Load the Weapons 

  newShip.AddWeapon("Heavy Pulse Cannon", 6, 12, Weapon.Arc.FIRING ARC, new Weapon.trait[] { Weapon.trait.DoubleDamage, Weapon.trait.TwinLinked;}); 
  newShip.AddWeapon("Particle Beam", 6, 5, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beam", 6, 5, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beam", 6, 5, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beam", 6, 5, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 
 break; 

case " Hermes Class Transport": 
 newShip.Hull = 4; 
 newShip.Interceptors = 1; 
 newShip.Damage = 10; 
 newShip.CrippleDamage = 3; 
 newShip.Crew = 12; 
 newShip.SkeletonCrew = 3; 
 newShip.Troops = 1; 

  // Load the Weapons 

  newShip.AddWeapon("Missile Rack", 2, 30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;}); 
  newShip.AddWeapon("Particle Beam", 6, 5, Weapon.Arc.Fore, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beam", 6, 5, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beam", 6, 5, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 

 break; 

case "Hyperion-class Cruiser": 
 newShip.Hull = 5; 
 newShip.Interceptors = 2; 
 newShip.Damage = 28; 
 newShip.CrippleDamage = 6; 
 newShip.Crew = 32; 
 newShip.SkeletonCrew = 6; 
 newShip.Troops = 3; 

  // Load the Weapons 

  newShip.AddWeapon("Heavy Laser Cannon", 4, 18, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Heavy Laser Cannon", 2, 18, Weapon.Arc.BoresightAft, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Front, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Aft, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Port, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Starboard, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Plasma Cannon", 4, 8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.TwinLinked;}); 
  newShip.AddWeapon("Particle Beams", 4, 5, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;}); 

 break; 

case "Hyperion-class Assault Cruiser": 
 newShip.Hull = 5; 
 newShip.Interceptors = 2; 
 newShip.Damage = 28; 
 newShip.CrippleDamage = 6; 
 newShip.Crew = 32; 
 newShip.SkeletonCrew = 6; 
 newShip.Troops = 6; 

  // Load the Weapons 

  newShip.AddWeapon("WEAPON NAME", Attack Dice, Range, Weapon.Arc.FIRING ARC, new Weapon.trait[] { Weapon.trait.TRAIT1, Weapon.trait.TRAIT2, etc;}); 
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Front, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 4, 10, Weapon.Arc.Aft, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Port, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Starboard, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Plasma Cannon", 4, 8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.TwinLinked;}); 
  newShip.AddWeapon("Particle Beams", 4, 5, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;}); 

 break; 

case "Hyperion-class Missile Cruiser": 
 newShip.Hull = 5; 
 newShip.Interceptors = 2; 
 newShip.Damage = 28; 
 newShip.CrippleDamage = 6; 
 newShip.Crew = 32; 
 newShip.SkeletonCrew = 6; 
 newShip.Troops = 1; 

  // Load the Weapons 

  newShip.AddWeapon("Missile Racks", 3, 20, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;}); 
  newShip.AddWeapon("Missile Racks", 1, 20, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;}); 
  newShip.AddWeapon("Missile Racks", 2, 20, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;}); 
  newShip.AddWeapon("Missile Racks", 2, 20, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;}); 
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Front, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 4, 10, Weapon.Arc.Port, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 4, 10, Weapon.Arc.Starboard, new Weapon.trait[] { ;});
  newShip.AddWeapon("Particle Beams", 2, 5, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;}); 
 break; 

case "Hyperion-class Pulse Cruiser": 
 newShip.Hull = 5; 
 newShip.Interceptors = 2; 
 newShip.Damage = 28; 
 newShip.CrippleDamage = 6; 
 newShip.Crew = 32; 
 newShip.SkeletonCrew = 6; 
 newShip.Troops = 3; 

  // Load the Weapons 

  newShip.AddWeapon("Heavy Pulse Cannon", 8, 12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinkedc;}); 
  newShip.AddWeapon("Heavy Pulse Cannon", 8, 12, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinkedc;}); 
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Front, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Aft, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Port, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Starboard, new Weapon.trait[] { ;});
  newShip.AddWeapon("Particle Beam", 4, 8, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.TwinLinked;}); 
  newShip.AddWeapon("Particle Beams", 4, 5, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;}); 
 break; 

case "Hyperion-Class Rail Cruiser": 
 newShip.Hull = 5; 
 newShip.Interceptors = 2; 
 newShip.Damage = 28; 
 newShip.CrippleDamage = 6; 
 newShip.Crew = 32; 
 newShip.SkeletonCrew = 6; 
 newShip.Troops = 3; 

  // Load the Weapons 

  newShip.AddWeapon("Railguns", 4, 12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Railguns", 3, 12, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Port, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Starboard, new Weapon.trait[] { ;});
  newShip.AddWeapon("Particle Beams", 4, 5, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;}); 

 break; 

case "Olympus-Class Corvette": 
 newShip.Hull = 4; 
 newShip.Interceptors = 1; 
 newShip.Damage = 28; 
 newShip.CrippleDamage = 6; 
 newShip.Crew = 32; 
 newShip.SkeletonCrew = 6; 
 newShip.Troops = 3; 

  // Load the Weapons 

  newShip.AddWeapon("Railguns", 4, 12, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Missile Racks", 2, 30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;}); 
 break; 

case "Nova Class Dreadnought": 
 newShip.Hull = 5; 
 newShip.Interceptors = 2; 
 newShip.Damage = 36; 
 newShip.CrippleDamage = 9; 
 newShip.Crew = 45; 
 newShip.SkeletonCrew = 12; 
 newShip.Troops = 2; 

  // Load the Weapons 

  newShip.AddWeapon("Laser/Pulse Array", 8, 12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked;}); 
  newShip.AddWeapon("Laser/Pulse Array", 8, 12, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked;}); 
  newShip.AddWeapon("Laser/Pulse Array", 12, 12, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked;}); 
  newShip.AddWeapon("Laser/Pulse Array", 12, 12, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked;}); 

 break; 

case "Olympus-Class Gunship": 
 newShip.Hull = 4; 
 newShip.Interceptors = 1; 
 newShip.Damage = 28; 
 newShip.CrippleDamage = 6; 
 newShip.Crew = 32; 
 newShip.SkeletonCrew = 6; 
 newShip.Troops = 2; 

  // Load the Weapons 

  newShip.AddWeapon("Medium Laser Cannon", 6, 18, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.SuperAP, Weapon.trait.DoubleDamage, Weapon.trait.Beam;}); 
  newShip.AddWeapon("Particle Beams", 4, 5, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter;});
  newShip.AddWeapon("Particle Beams", 4, 5, Weapon.Arc.Portt, new Weapon.trait[] { Weapon.trait.AntiFighter;});
  newShip.AddWeapon("Particle Beams", 4, 5, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter;});

 break; 

case "Orestes-class System Monitor": 
 newShip.Hull = 6; 
 newShip.Interceptors = 1; 
 newShip.Damage = 48; 
 newShip.CrippleDamage = 10; 
 newShip.Crew = 55; 
 newShip.SkeletonCrew = 12; 
 newShip.Troops = 2; 

  // Load the Weapons 

  newShip.AddWeapon("Heavy Laser Cannon", 3, 25, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.DoubleDamage, Weapon.trait.SuperAP;}); 
  newShip.AddWeapon("Medium Laser Cannon", 3, 15, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.SuperAP, Weapon.trait.Beam;}); 
  newShip.AddWeapon("Medium Laser Cannon", 3, 15, Weapon.Arc.BoresightAft, new Weapon.trait[] { Weapon.trait.SuperAP, Weapon.trait.Beam;}); 
  newShip.AddWeapon("Railguns", 4, 12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Medium Pulse Cannon", 10, 10, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Medium Pulse Cannon", 10, 10, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Particle Beams", 6, 5, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;});

 break; 

case "Oracle-class Scout Cruier": 
 newShip.Hull = 4; 
 newShip.Interceptors = 2; 
 newShip.Stealth = 3; 
 newShip.Damage = 16; 
 newShip.CrippleDamage = 5; 
 newShip.Crew = 22; 
 newShip.SkeletonCrew = 6;  

  // Load the Weapons 
  newShip.AddWeapon("Medium Laser Cannon", 2, 15, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.SuperAP, Weapon.trait.Beam;}); 
  newShip.AddWeapon("Missile Racks", 1, 30, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;}); 
  newShip.AddWeapon("Particle Beam", 2, 5, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beam", 2, 5, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beam", 2, 5, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beam", 2, 5, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.TwinLinked, Weapon.trait.Weak;}); 
 break; 

case "Sagittarius-class Cruiser": 
 newShip.Hull = 5; 
 newShip.Interceptors = 2; 
 newShip.Damage = 25; 
 newShip.CrippleDamage = 6; 
 newShip.Crew = 26; 
 newShip.SkeletonCrew = 6; 
 newShip.Troops = 1; 

  // Load the Weapons 

  newShip.AddWeapon("Missile Racks", 2, 30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;}); 
  newShip.AddWeapon("Missile Racks", 2, 30, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;}); 
  newShip.AddWeapon("Missile Racks", 6, 30, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;}); 
  newShip.AddWeapon("Missile Racks", 6, 30, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SlowLoading, Weapon.trait.SuperAP;}); 

 break; 

case "Tethys-class Cutter": 
 newShip.Hull = 4; 
 newShip.Interceptors = 1; 
 newShip.Damage = 8; 
 newShip.CrippleDamage = 2; 
 newShip.Crew = 10; 
 newShip.SkeletonCrew = 2;  

  // Load the Weapons 

  newShip.AddWeapon("WEAPON NAME", Attack Dice, Range, Weapon.Arc.FIRING ARC, new Weapon.trait[] { Weapon.trait.TRAIT1, Weapon.trait.TRAIT2, etc;}); 

 break; 


case "Tethys-class Cutter": 
 newShip.Hull = 4; 
 newShip.Interceptors = 1; 
 newShip.Damage = 8; 
 newShip.CrippleDamage = 2; 
 newShip.Crew = 10; 
 newShip.SkeletonCrew = 2;  

  // Load the Weapons 

  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Front, new Weapon.trait[] { ;}); 
  newShip.AddWeapon("Light Pulse Cannon", 2, 8, Weapon.Arc.Front, new Weapon.trait[] { ;}); 
  newShip.AddWeapon("Light Pulse Cannon", 2, 8, Weapon.Arc.Port, new Weapon.trait[] { ;}); 
  newShip.AddWeapon("Light Pulse Cannon", 2, 8, Weapon.Arc.Starboard, new Weapon.trait[] { ;}); 


 break; 


case "Tethys-class Laser Boat": 
 newShip.Hull = 4; 
 newShip.Interceptors = 1; 
 newShip.Damage = 8; 
 newShip.CrippleDamage = 2; 
 newShip.Crew = 10; 
 newShip.SkeletonCrew = 2;  

  // Load the Weapons 
  newShip.AddWeapon("Medium Laser Cannon", 2, 15, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.SuperAP, Weapon.trait.Beam;}); 
  newShip.AddWeapon("Medium Laser Cannon", 2, 15, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.TRAIT1, Weapon.trait.TRAIT2, Weapon.trait.SuperAP, Weapon.trait.Beam;}); 
  newShip.AddWeapon("Light Pulse Cannon", 2, 8, Weapon.Arc.Front, new Weapon.trait[] { ;}); 
  newShip.AddWeapon("Light Pulse Cannon", 2, 8, Weapon.Arc.Port, new Weapon.trait[] { ;}); 
  newShip.AddWeapon("Light Pulse Cannon", 2, 8, Weapon.Arc.Starboard, new Weapon.trait[] { ;}); 
 break; 

case "Thunderbolt Flight": 
   newShip.Fighter = true 
   newShip.Hull = 5; 
   newShip.Dodge = 2;  
   newShip.Damage = 1; 
 
    // Load the Weapons 

     newShip.AddWeapon("Gatling Pulse Cannon", 2, 2, Weapon.Arc.Turret, new Weapon.trait[] {}); 
     newShip.AddWeapon("Missile Rack", 2, 4, Weapon.Arc.Turret, new Weapon.trait[] { Wapon.trait.AP;});

   break; 

case "Starfury Flight": 
   newShip.Fighter = true 
   newShip.Hull = 4; 
   newShip.Dodge = 2;  
   newShip.Damage = 1; 

    // Load the Weapons 

     newShip.AddWeapon("Uni-Pulse Cannon", 2, 2, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.Twin-Linked;}); 

   break; 

case "Breaching Pod": 
newShip.Fighter = true 
 newShip.Hull = 6; 
 newShip.Dodge = 5; 
 newShip.Troops = 1; 

 // Load the Weapons 

 break; 


case "Omega-class Destroyer": 
 newShip.Hull = 6; 
 newShip.Interceptors = 3; 
 newShip.Damage = 48; 
 newShip.CrippleDamage = 10; 
 newShip.Crew = 62; 
 newShip.SkeletonCrew = 14; 
 newShip.Troops = 4; 

 // Load the Weapons 

  newShip.AddWeapon("Heavy Laser Cannon", 4, 30, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Heavy Laser Cannon", 2, 30, Weapon.Arc.BoresightAft, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Heavy Pulse Cannon", 10, 12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Medium Pulse Cannon", 4, 10, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Particle Beams", 4, 5, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beams", 4, 5, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;}); 

 break; 

case "Omega-class Pulse Cruiser": 
 newShip.Hull = 6; 
 newShip.Interceptors = 3; 
 newShip.Damage = 48; 
 newShip.CrippleDamage = 12; 
 newShip.Crew = 66; 
 newShip.SkeletonCrew = 16; 
 newShip.Troops = 4; 

 // Load the Weapons 

  newShip.AddWeapon("Heavy Pulse Cannon", 16, 12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Medium Pulse Cannon", 12, 10, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Medium Pulse Cannon", 8, 10, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Medium Pulse Cannon", 8, 10, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Particle Beams", 4, 5, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beams", 4, 5, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;}); 

 break; 

case "Omega-class Command Cruiser": 
 newShip.Hull = 6; 
 newShip.Interceptors = 3; 
 newShip.Damage = 48; 
 newShip.CrippleDamage = 12; 
 newShip.Crew = 68; 
 newShip.SkeletonCrew = 16; 
 newShip.Troops = 6; 

 // Load the Weapons 

  newShip.AddWeapon("Heavy Laser Cannon", 6, 30, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Heavy Laser Cannon", 4, 30, Weapon.Arc.BoresightAft, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Heavy Pulse Cannon", 12, 12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Heavy Pulse Cannon", 6, 12, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Particle Beams", 6, 5, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;}); 
  newShip.AddWeapon("Particle Beams", 6, 5, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;}); 

 break; 


case "Poseidon-class Carrier": 
 newShip.Hull = 4; 
 newShip.Interceptors = 6; 
 newShip.Damage = 95; 
 newShip.CrippleDamage = 25; 
 newShip.Crew = 120; 
 newShip.SkeletonCrew = 30; 
 newShip.Troops = 35; 

 // Load the Weapons 

  newShip.AddWeapon("Medium Pulse Cannon", 8, 10, Weapon.Arc.Front, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 8, 10, Weapon.Arc.Aft, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 8, 10, Weapon.Arc.Port, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 8, 10, Weapon.Arc.Starboard, new Weapon.trait[] { ;});
  newShip.AddWeapon("Particle Beams", 8, 5, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;}); 

 break; 


case "Shadow Omega-class Advanced Destroyer": 
 newShip.Hull = 6; 
 newShip.Interceptors = 6; 
 newShip.Damage = 75; 
 newShip.CrippleDamage = 12; 
 newShip.Crew = 65; 
 newShip.SkeletonCrew = 10; 
 newShip.Troops = 3; 

 // Load the Weapons 

  newShip.AddWeapon("Molecular Slicer Beam", 6, 40, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;}); 
  newShip.AddWeapon("Heavy Phasing Pulse Cannon", 12, 12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;});
  newShip.AddWeapon("Heavy Phasing Pulse Cannon", 8, 12, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;});
  newShip.AddWeapon("Light Multi-Phased Cutter”, 10, 10, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.AP, Weapon.trait.Minibeam;});
  newShip.AddWeapon("Light Multi-Phased Cutter”, 10, 10, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.AP, Weapon.trait.Minibeam;});

 break; 

case "Hyperion-class Command Cruiser": 
 newShip.Hull = 5; 
 newShip.Interceptors = 3; 
 newShip.Damage = 32; 
 newShip.CrippleDamage = 6; 
 newShip.Crew = 36; 
 newShip.SkeletonCrew = 6; 
 newShip.Troops = 4; 

  // Load the Weapons 

  newShip.AddWeapon("Heavy Laser Cannon", 4, 18, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Heavy Laser Cannon", 2, 18, Weapon.Arc.BoresightAft, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Heavy Pulse Cannon", 8, 12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Front, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Aft, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Port, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 6, 10, Weapon.Arc.Starboard, new Weapon.trait[] { ;});
  newShip.AddWeapon("Particle Beams", 5, 5, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;}); 

case "Warlock-class Advanced Destroyer": 
 newShip.Hull = 6; 
 newShip.Interceptors = 6; 
 newShip.Damage = 95; 
 newShip.CrippleDamage = 18; 
 newShip.Crew = 99; 
 newShip.SkeletonCrew = 25; 
 newShip.Troops = 8; 

  // Load the Weapons 
  newShip.AddWeapon("Heavy Particle Cannon", 6, 35, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;}); 
  newShip.AddWeapon("Railguns", 8, 12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Railguns", 4, 12, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Laser/Pulse Array", 10, 15, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked;}); 
  newShip.AddWeapon("Laser/Pulse Array", 10, 15, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked;}); 
  newShip.AddWeapon("Laser/Pulse Array", 10, 15, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked;}); 
  newShip.AddWeapon("Laser/Pulse Array", 10, 15, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked;}); 
     newShip.AddWeapon("Missile Rack", 6, 30, Weapon.Arc.Front, new Weapon.trait[] { Wapon.trait.SuperAP, Weapon.trait.Precise, Weapon.trait.SlowLoading;});
  newShip.AddWeapon("Particle Beams", 6, 6, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter;}); 

 break; 

case "Apollo-class Bombardment Cruiser": 
 newShip.Hull = 6; 
 newShip.Interceptors = 3; 
 newShip.Damage = 38; 
 newShip.CrippleDamage = 8; 
 newShip.Crew = 49; 
 newShip.SkeletonCrew = 9; 
 newShip.Troops = 2; 

  // Load the Weapons 

  newShip.AddWeapon("Advanced Missile Rack", 8, 30, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.SlowLoading;}); 
  newShip.AddWeapon("Advanced Missile Rack", 2, 30, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.Precise, Weapon.trait.SuperAP, Weapon.trait.SlowLoading;}); 
  newShip.AddWeapon("Particle Beams", 6, 3, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;})

 break; 

case "Chronos-class Attack Frigate": 
 newShip.Hull = 6; 
 newShip.Interceptors = 3; 
 newShip.Damage = 20; 
 newShip.CrippleDamage = 5; 
 newShip.Crew = 18; 
 newShip.SkeletonCrew = 5; 
 newShip.Troops = 4; 

  // Load the Weapons 
  newShip.AddWeapon("Railguns", 6, 12, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;}); 
  newShip.AddWeapon("Heavy Pulse Cannon", 8, 12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Heavy Pulse Cannon", 6, 12, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Heavy Pulse Cannon", 6, 12, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Heavy Pulse Cannon", 6, 12, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked;});
  newShip.AddWeapon("Particle Beams", 4, 6, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;})
  newShip.AddWeapon("Particle Beams", 4, 6, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;})

 break; 

case "Delphi-class Advanced Scout": 
 newShip.Hull = 5; 
 newShip.Interceptors = 2; 
 newShip.Stealth = 5; 
 newShip.Damage = 18; 
 newShip.CrippleDamage = 5; 
 newShip.Crew = 22; 
 newShip.SkeletonCrew = 6; 


  // Load the Weapons 

  newShip.AddWeapon("Medium Laser Cannon", 2, 15, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, etc;}); 
  newShip.AddWeapon("Medium Pulse Cannon", 4, 10, Weapon.Arc.Front, new Weapon.trait[] { ;});
  newShip.AddWeapon("Medium Pulse Cannon", 4, 10, Weapon.Arc.Aft, new Weapon.trait[] { ;});
  newShip.AddWeapon("Particle Beams", 6, 5, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;})
  newShip.AddWeapon("Particle Beams", 6, 5, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.AntiFighter, Weapon.trait.Weak;})

 break; 

case "Marathon-class Advanced Cruiser": 
 newShip.Hull = 6; 
 newShip.Interceptors = 4; 
 newShip.Damage = 40; 
 newShip.CrippleDamage = 12; 
 newShip.Crew = 45; 
 newShip.SkeletonCrew = 14; 
 newShip.Troops = 4; 

  // Load the Weapons 

  newShip.AddWeapon("Medium Neutron Cannon", 4, 25, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;}); 
  newShip.AddWeapon("Medium Neutron Cannon", 2, 25, Weapon.Arc.BoresightAft, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;}); 
  newShip.AddWeapon("Laser/Pulse Array", 6, 15, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.TwinLinked;}); 
  newShip.AddWeapon("Laser/Pulse Array", 4, 15, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.TwinLinked;}); 
  newShip.AddWeapon("Laser/Pulse Array", 6, 15, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked;}); 
  newShip.AddWeapon("Laser/Pulse Array", 6, 15, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked;}); 
  newShip.AddWeapon("Particle Beams", 4, 6, Weapon.Arc.Turret, new Weapon.trait[] { Weapon.trait.AntiFighter;})
 break; 

case "Nemesis-class Advanced Destroyer": 
 newShip.Hull = 6; 
 newShip.Interceptors = 6; 
 newShip.Damage = 95; 
 newShip.CrippleDamage = 18; 
 newShip.Crew = 85; 
 newShip.SkeletonCrew = 16; 
 newShip.Troops = 3; 

  // Load the Weapons 

  newShip.AddWeapon("Molecular Slicer Beam", 6, 40, Weapon.Arc.Boresight, new Weapon.trait[] { Weapon.trait.Beam, Weapon.trait.SuperAP, Weapon.trait.TripleDamage;}); 
  newShip.AddWeapon("Heavy Phasing Pulse Cannon", 10, 12, Weapon.Arc.Front, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;});
  newShip.AddWeapon("Light Phasing Pulse Cannon", 8, 10, Weapon.Arc.Aft, new Weapon.trait[] { Weapon.trait.AP, Weapon.trait.DoubleDamage;});
  newShip.AddWeapon("Light Multi-Phased Cutter”, 8, 10, Weapon.Arc.Port, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.AP, Weapon.trait.Minibeam;});
  newShip.AddWeapon("Light Multi-Phased Cutter”, 8, 10, Weapon.Arc.Starboard, new Weapon.trait[] { Weapon.trait.TwinLinked, Weapon.trait.AP, Weapon.trait.Minibeam;});
     newShip.AddWeapon("Missile Rack", 6, 30, Weapon.Arc.Front, new Weapon.trait[] { Wapon.trait.SuperAP, Weapon.trait.Precise, Weapon.trait.SlowLoading;});

 break;



DONE:
Abbai
Ancients
Brakiri
Centauri
Dilgar
ISA
Minbari
Raiders
Shadows
Vorlons
Vree

STILL LEFT
Narn
Drakh

I am done for the night.
 
Just started working on the Narn. Someone else will have to do the Drakh as I don't have that particular book, though I could loot the stats off the shipviewers.
 
Back
Top