I gave it a valiant effort but a repair bay that large is just so big that a Warship's collar capacity just disappears unless you make the ship gigantic which seems like a waste to support Corvettes.
I do however present a Leviathan Jumpship based Yard that can service your Corvettes and maybe small Destroyers (or at least Carracks) as well as common Jumpships (but not the biggest ones like itself or a Monolith). Unfortunately it will require dropships attached to its collars in order to support the personnel and yard that encapsulates the skeletal structure of the Jumpship. While incapable of defending itself it might have a Warship in its repair bay (or nearby waiting to be serviced) that is capable of doing so. At the very least it is 'cheap' compared to a proper Warship (definitely one with a LF-battery). Resupply via dropships just makes too much sense rules and lore-wise.
Leviathan Yardship
Mass: 410,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2468
Mass: 410,000
Battle Value: 1,721
Tech Rating/Availability: D/D-E-D-F
Cost: 2,792,866,667 C-bills
Fuel: 1,000 tons (2,500)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: 6
KF Drive Integrity: 8
Heat Sinks: 144
Structural Integrity: 1
Armor
Nose: 20
Fore Sides: 17/17
Aft Sides: 14/14
Aft: 9
Cargo
Bay 1: Standard Repair Facility (Unpressurized) (300,000)1 Door
Bay 2: Cargo (475.0 tons) 1 Door
Ammunition:
None
Dropship Capacity: 2
Grav Decks: 1 (250 m)
Escape Pods: 5
Life Boats: 5
Crew: 5 officers, 42 enlisted/non-rated
Notes: Mounts 227.5 tons of standard aerospace armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
None
The Duke Heavy Frigate
Mass: 480,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3067
Mass: 480,000
Battle Value: 32,092
Tech Rating/Availability: E/X-X-E-F
Cost: 23,841,672,000 C-bills
Background - The Duke is an upgraded version of the Baron Destroyer which while adequate for its age could not adapt to a Pocket Warship and LF battery era. One of its distinctive features is the large pressurized repair bay built into its prow with a 'beak' that closes around the repair bay to protect the facility. Unfortunately this has removed its ability to shoot nose weaponry but that is more than made up for elsewhere. This unusual adaptation was added to repair and maintain our growing Pocket Warship fleet with extra crew compartments available to board vessel crews and maintenance personnel. Although it lacks the copious cargo bays of its predecessor 65.4 kilotons of cargo and 26.5 kilotons of fuel ensures the Pocket Warships can not only repair but resupply their magazines in a shirtsleeves environment. It possesses 6 docking collars which greatly reduce the amount of time it needs to spend refilling the cargo bay and topping off its fuel bunkers before returning to station.
Although its firepower and armor is lacking in an anti-Warship engagement The Duke is not meant to operate individually in a line of battle. It's armament is however adequate to protect itself from Pocket Warships and small numbers of Aerospace Fighters. Additionally the weapons, hangers, and docking collars make The Duke a very effective planetary invasion leader as it can support ground forces with resupply and precisely remove threats from orbit with its lasers.
Fuel: 26,500 tons (66,250)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 4
KF Drive Integrity: 11
Heat Sinks: 1,100
Structural Integrity: 30
Armor
Nose: 42
Fore Sides: 34/34
Aft Sides: 30/30
Aft: 20
Cargo
Bay 1: Fighter (6) 2 Doors
Bay 2: Small Craft (6) 1 Door
Bay 3: Standard Repair Facility (Pressurized) (45,000)1 Door
Bay 4: Cargo (65417.5 tons) 1 Door
Ammunition:
1,008 rounds of Anti-Missile System [IS] ammunition (7 tons)
Dropship Capacity: 6
Grav Decks: 1 (250 m)
Escape Pods: 38
Life Boats: 13
Crew: 40 officers, 150 enlisted/non-rated, 54 gunners, 42 bay personnel, 300 passengers
Notes: Equipped with
lithium-fusion battery system
288 tons of improved ferro-aluminum armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
FRS/FLS (604 Heat)
5 Large Laser 40 4(40) 4(40) 0(0) 0(0) Laser
5 PPC 50 5(50) 5(50) 0(0) 0(0) PPC
4 Anti-Missile System 4 1(12) 0(0) 0(0) 0(0) AMS
Anti-Missile System Ammo [IS] (1728 shots)
6 Naval Laser 55 510 33(330) 33(330) 33(330) 33(330) Capital Laser
RBS/LBS (585 Heat)
4 Large Laser 32 3(32) 3(32) 0(0) 0(0) Laser
4 PPC 40 4(40) 4(40) 0(0) 0(0) PPC
3 Anti-Missile System 3 1(9) 0(0) 0(0) 0(0) AMS
Anti-Missile System Ammo [IS] (1728 shots)
6 Naval Laser 55 510 33(330) 33(330) 33(330) 33(330) Capital Laser
ARS/ALS (604 Heat)
5 Large Laser 40 4(40) 4(40) 0(0) 0(0) Laser
5 PPC 50 5(50) 5(50) 0(0) 0(0) PPC
4 Anti-Missile System 4 1(12) 0(0) 0(0) 0(0) AMS
Anti-Missile System Ammo [IS] (1728 shots)
6 Naval Laser 55 510 33(330) 33(330) 33(330) 33(330) Capital Laser
Aft (585 Heat)
4 Large Laser 32 3(32) 3(32) 0(0) 0(0) Laser
4 PPC 40 4(40) 4(40) 0(0) 0(0) PPC
3 Anti-Missile System 3 1(9) 0(0) 0(0) 0(0) AMS
Anti-Missile System Ammo [IS] (1728 shots)
6 Naval Laser 55 510 33(330) 33(330) 33(330) 33(330) Capital Laser