Looked it up again and it's in expansion No. 4 "Far Side of Nowhere" of the DNR campaign.
They are called "capital turrets" and work like bays (which they are rulewise) but need to have a turret ring and barbette (the naval design element, not the HG rule) installed into the ship's hull by design. The capital turret itself than mounts the bay proper, making it a trainable super gun. This reduces greatly the negative DM for hitting smaller ships at an increased cost in tonnage, credits and power (the latter almost negligible). An additional bonus are the included armoured bulkheads around the whole contraption.
For obvious reasons missiles and torpedoes do not need that, but in combination with the Highguard chapter "High Technology" we get to have meson gun turrets. Of course other bays are attractive, too, such as particle bays that will give you very long range radiation weapons. Though some very advanced meson bays could reach out that far at TL13, too.
The book also adds mass driver cannons and railgun barbettes. The first, aptly abbreviated MDCs are mass driver weapons built for naval combat instead of orbital bombardment. The have good AP for TL10 armament and work best in capital turrets and up to ranges of medium. Outside that design bracket negative DMs make MDCs mostly useless, but hey, TL10 finally gets to have other weapons than missiles and lasers. Railgun barbettes are basically high rate of fire weapons based upon mass driver technology. They shoot either in point-defence or offensive mode and do few damage, but should be sufficient to intercept missiles and light fighters.
Several other additions to Highguard are made as well, so this book should be a trove for ship designers.