Wait, I might have gotten the name wrong...
But anyhow, I've tacked the EMP on. This should work, though you might need MVPs for the effects. I haven't tested it though...so be careful (and it does a bit too much damage - tone accordingly).
$Name: Terran Pulse Cannon
$Model File: none ; laser1-1.pof
; The following fields (preceded by @) are only required for laser (the 3 ellipse
; thing) rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: Akheton_Bitmap
;@Laser Glow: Akheton_Glow
;@Laser Color: 0, 225, 230
;@Laser Color2: 0, 10, 0
@Laser Length: 50.0
@Laser Head Radius: 25.00
@Laser Tail Radius: 20.00
$Mass: 10.0
$Velocity: 1000.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 10.0 ;; in seconds
$Damage: 3000
$Blast Force: 1500.0
$Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 200.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 80 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 10.0 ;; 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: 114 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
+Weapon Range: 7500
$Flags: ("Big Ship" "Huge" "Particle Spew" "EMP")
$Trail:
+Start Width: 10.0
+End Width: 10.0
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 7.5
+Bitmap: beam-dblue2
$Icon: icongun05
$Anim: LoadGun07
$Impact Explosion: none
$EMP Intensity: 375.0
$EMP Time: 20.0