Do you mean spawn a specific enemy ship? Yes, just have that ship created when a certain key is pressed. Remember, if you give the ship a unique name and to not spawn another one until the first one is destroyed.
I don't see a Borg Tactical Cube on page you linked to. But here is a section of code from my upcoming mission script "The Ultimate Weapon." If the GM presses the 1 key this code will spawn a Torgoth Goliath, rename it a Trinax Battlewagon, wrap it in a generic object canned Trinax1.dxs, then increment a counter so that the next time the GM presses 1 a different Trinax Battlewagon can spawn. I hope it helps.
<event id_arme="Key Small">
<if_gm_key keyText="1"/>
<if_variable name="spawnsmall" comparator="EQUALS" value="0"/>
<set_variable name="spawnsmall" value="1"/>
</event>
<event id_arme="Add Small 1">
<if_variable name="spawnsmall" comparator="EQUALS" value="1"/>
<if_variable name="smallcounter" comparator="EQUALS" value="0"/>
<create type="enemy" use_gm_position="" angle="180" name="To16" raceKeys="Torgoth enemy" hullKeys="Goliath small" fleetnumber="2"/>
<set_ship_text name="To16" race="Trinax" class="Battlewagon" desc="Unknown propulsion type" scan_desc="Mass 650,000 metric tons. Power output 20 gigawatts, roughly ten times what Artemis can generate."/>
<create type ="genericMesh" meshFileName="dat/Missions/MISS_Module_Ultimate_Weapon/Trinax1.dxs" textureFileName="dat/Missions/MISS_Module_Ultimate_Weapon/ShipHull4.png" colorRed="0" colorGreen="0" colorBlue="0" x="99000" y="0" z="59000" name="16"/>
<set_object_property name="16" property="pushRadius" value="0"/>
<set_object_property name="16" property="artScale" value="1.0"/>
<set_variable name="spawnsmall" value="0"/>
<set_variable name="smallcounter" value="1"/>
</event>
"Damn the torpedoes! Four bells, Captain Drayton!"
(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).