Originally posted by TrashMan 
Actually, I tried it a allready. I used the STiny from the SB Vindyachal and the game chrasches if I put it under player weapons.... 
Try This:
$Name:         Reaper
+Title:         XSTR("Reaper Beam Cannon", -1)
+Description:
XSTR(
"Extreme Energy Usage
Level 10 Hull Damage
Level 8 Subsystem Dammage
Pierces Shields", -1)
$end_multi_text
+Tech Title:      XSTR("Reaper Beam Cannon", -1)
+Tech Anim:         Tech_GTW_UD-8_Kayser
+Tech Description:
XSTR(
"The Reaper is the first encountered directed beam weapon designed excusively as the primary weapon on a sub-cruiser combat vessel.  This weapon appears to be designed to be used by the new Shivan Vindhyachal super-bomber.  All other data is classified.", -1)
$end_multi_text
$Model File:         none
@Laser Bitmap:         laserglow01
@Laser Color:         250, 30, 30
@Laser Length:         0.0
@Laser Head Radius:      0.60
@Laser Tail Radius:      0.60
$Mass:            4.0
$Velocity:            1000.0
$Fire Wait:            0.05
$Damage:            45      
$Armor Factor:         1.0
$Shield Factor:         1.0
$Subsystem Factor:      1.0
$Lifetime:            1.0
$Energy Consumed:         9.5
$Cargo Size:         0.0
$Homing:            NO
$LaunchSnd:            -1
$ImpactSnd:            88
+Weapon Range:         1500
$Flags:            ( "player allowed" "stream" "huge" "beam" )
$Icon:            iconKayser
$Anim:            Kayser
$Impact Explosion:      ExpMissileHit1
$Impact Explosion Radius:   10.0
$BeamInfo:
   +Type:      2            ;; 0 - 4 are valid #'s
   +Life:      0.05            ;; how long it lasts once the beam is actually firing
   +Warmup:      0            ;; warmup time in ms
   +Warmdown:      0            ;; warmdown time in ms
   +Radius:      3.0            ;; muzzle glow radius in meters
   +PCount:      0            ;; particles spewed every interval
   +PRadius:      0.0            ;; particle radius
   +PAngle:      0.0            ;; angle of the random "cone" where the particles are generated
   +PAni:      particleexp01      ;; particle ani
   +Miss Factor:   6.0 5.0 4.0 3.0 1.5    ;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
   +BeamSound:      179            ;; the looping beam-firing sound
   +WarmupSound:   -1            ;; associated warmup sound
   +WarmdownSound:   -1            ;; associated warmdown sound 189
   +Muzzleglow:   beamglow4         ;; muzzle glow bitmap
   +Shots:      0            ;; only used for TYPE 3 beams
   +ShrinkFactor:   0.0            ;; what
   +ShrinkPct:      0.0            ;; what percentage of max width we subtract per second
   $Section:                  ;; one section of the beam (you can have up to 5)
      +Width:      2.0         ;; width of the section
      +Texture:      beam-red      ;; 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:      0.1         ;; how much it flickers (0.0 to 1.0)
      +Zadd:      2.0         ;; hehe
   $Section:                  ;; one section of the beam
      +Width:      8.0         ;; width of the section
      +Texture:      beam-red2      ;; texture for this section
      +RGBA Inner:   160 160 0 255   ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:   60 60 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:      0.1         ;; how much it flickers (0.0 to 1.0)
      +Zadd:      1.0         ;; hehe
   $Section:                  ;; one section of the beam
      +Width:      6.0         ;; width of the section
      +Texture:      beam-white      ;; texture for this section
      +RGBA Inner:   255 0 0 255      ;; rgba values (only for non-textured beam compiles)
      +RGBA Outer:   60 0 0 10      ;; rgba values (only for non-textured beam compiles)
      +Flicker:      0.1         ;; how much it flickers (0.0 to 1.0)
      +Zadd:      0.0         ;; hehe
It's kinda an old WIP of mine.  It may not be great, but it should work.