What you can't do (subject to someone finding a way or developer assistance), is have an animated turret pointing at your target, so the weapon effect would be ok but the turret could be pointing the other way! Platforms like the TEC Gauss Gun are handled like static ship models so they do move on the spot so to speak but sub-object meshes are a little different because they are handled by the particle system.
Also I am not sure you can have a weapon emitter on an animated mesh, though I have not tested this so feel free to have a go and let us know how you get on.
Technically it is possible, but you need to find a way to feed co-ordinates into particle system and have them applied to the mesh. I believe the answer is to write a new particle effect modifier that can render the mesh properly and animate it.
If I understood the syntax of the PipelineEffects files I would offer to have a go but I need an IC developer to explain there workings. Probably best we all just ask nicely for them to make one for us in v1.05