these are straight out of Nukes mod. i dont know if he used a script.tbl to make it all work, to be honest i havn't played with any of these wonderful toys yet. hopefully he wont get mad at this post....right?

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the first and last $entries are there to provide reference as to where
they go in the table
---Primary weapon table entry---
$end_multi_text
$Tech model: your tech room gun here.pof
$Model File: your gun projectile here.pof
$External Model File: your in game gun on ship.pof
$Submodel Rotation Speed: 52.36 ;radians per second = ((1/firewait)/#barrels)*pi
$Submodel Rotation Acceleration: 50
$Mass: 0.1
animation code for subobjects in this case a door, i dont know if thats what you are looking for exactly but its there if you need it.
---ship table entry---
$Subsystem: bdoor1,10,2
+untargetable
$animation: triggered
$type: secondary_bank
+sub_type: 1
+delay: 0
+relative_angle: 0,0,-60
+velocity: 0,0,4000
+acceleration: 0,0,80
+time: 5000
---GUN MODEL POF CODING---
model Name: subobject name
movement type: rotation
movement axis: Z axis
properties: $gun_rotation
---SUBOBJECT POF CODING---
Model Name: submodel whatever
movement type: around axis
movement axis: whatever axis your submodel rotates on.
$special=subsystem
$name=submodel whatever
$triggered: