Stick this in yer weapons.tbl and smoke it!

;###########
;DeathStar beam

$Name: DeathStar
$Model File: none ; laser1-1.pof
@Laser Bitmap: laserglow02
@Laser Color: 128, 128, 255
@Laser Length: 0.0
@Laser Head Radius: 0.3
@Laser Tail Radius: 0.3
$Mass: 100.0
$Velocity: 1600.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 35.0 ;; in seconds
$Damage: 1900 ;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor: 2.0
$Shield Factor: 1.0
$Subsystem Factor: 5.0
$Lifetime: 30.0 ;; How long this thing lives
$Energy Consumed: 0.30 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 125 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 5000 ;; Limit to range at which weapon will actively target object
$Flags: ("Big Ship" "huge" "beam")
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 120.0
$BeamInfo:
+Type: 0 ;; 0 - 4 are valid #'s
+Life: 4.0 ;; how long it lasts once the beam is actually firing
+Warmup: 5000 ;; warmup time in ms
+Warmdown: 3500 ;; warmdown time in ms
+Radius: 360.0 ;; muzzle glow radius in meters
+PCount: 150 ;; particles spewed every interval
+PRadius: 0.4 ;; particle radius
+PAngle: 60.0 ;; angle of the random "cone" where the particles are generated
+PAni: particleexp01 ;; particle ani
+Miss Factor: 1.0 1.1 1.2 1.3 1.4 ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
+BeamSound: 148 ;; the looping beam-firing sound
+WarmupSound: 155 ;; associated warmup sound
+WarmdownSound: 160 ;; associated warmdown sound
+Muzzleglow: beamglow2 ;; muzzle glow bitmap
+Shots: 0 ;; only used for TYPE 3 beams
+ShrinkFactor: 0.1 ;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
+ShrinkPct: 1.8 ;; what percentage of max width we subtract per second
$Section: ;; one section of the beam (you can have up to 5)
+Width: 300 ;; width of the section
+Texture: beam-white1 ;; texture for this section
+RGBA Inner: 255 255 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 150 150 150 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.0 ;; how much it flickers (0.0 to 1.0)
+Zadd: 4.0 ;; hehe
$Section: ;; one section of the beam
+Width: 400 ;; width of the section
+Texture: beam-white2 ;; texture for this section
+RGBA Inner: 233 233 253 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 60 60 0 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.045 ;; how much it flickers (0.0 to 1.0)
+Zadd: 3.0 ;; hehe
$Section: ;; one section of the beam (you can have up to 5)
+Width: 500.0 ;; width of the section
+Texture: beam-saph ;; texture for this section
+RGBA Inner: 138 169 249 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 138 169 249 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.04 ;; how much it flickers (0.0 to 1.0)
+Zadd: 2.0 ;; hehe
$Section: ;; one section of the beam
+Width: 600.0 ;; width of the section
+Texture: beam-saph2 ;; texture for this section
+RGBA Inner: 0 0 255 255 ;; rgba values (only for non-textured beam compiles)
+RGBA Outer: 0 0 255 10 ;; rgba values (only for non-textured beam compiles)
+Flicker: 0.02 ;; how much it flickers (0.0 to 1.0)
+Zadd: 0.0 ;; hehe
;#############