Wow, popular thread! Half a dozen comments added whilest I was typing out my first, which I thought was going to be like #4.
Anyway, I assumed MT/FFS1 as the basis, since that's what I'm most familiar with, and that uses 5% per jump, and that is why for all ships I was able to specify that they would EASILY be capable of TWO J6's without need to refuel.
Reading over the comments so far, I have realized that there DOES need to be extensive manufacturing support, which I managed to forget somehow. How about one machine shop? Oh, more than that, yes, you will basically need a mobile A-class Starport with you. How's about another 250,000 ton ship, then? This ship would be mostly framework and machine shops, allowing - during periods where it was going to take longer than 1 week to find the next jump coordinates - ships to rotate in as their maintenance schedules come due.
I have little doubt that ships will be required in many cases to go a long period between annual maintenance.
The ship used for carrying the passengers needs a bit of update as well. I don't know why it didn't occur to me that this century-long journey would require the bulk of the passengers to be low-berthed. We will also need plenty of spare people.
Ok, first off, the warships will have frozen watches. Normally, the military contingent will not need people to man weapons and stuff like that, so probably 3/4 of the crew can be frozen watch. Get into trouble, and you can pop out as many as you need when you need them.
Secondly, all ships will want to rotate people over the course of the trip. Normal operations will provide for the minimum possible number of people to be awake at any given time to achieve the - probably desireable - ratio of 1 person awake per 19 asleep mentioned earlier. The warships will be able to get away with a slightly lesser amount by rotating through the frozen watch.
Other tech: I assumed fusion would be the way to go, since it's the best power source that's "free". Antimatter must be MANUFACTURED, and since there is always loss, and since you'd need a seperate power source to make it, why have two engines? The point of an antimatter power plant would be to save space, right? But if you have to have an even LARGER plant devoted to MAKING it, you lose much more than you could have gained. Antimatter power plants assume an existing infrastructure where you can refuel anywhere, kind of like modern day gasoline. Hydrogen, on the other hand, can be found just about anywhere, and require little more effort than GG skimming or melting an ice body. Radioactives (for fission) require mining and refining; why waste the space?
We WILL need a mining operation, though, unless we run into aliens willing to sell us raw materials. Where to get all those parts? We must build them from raw materials. Anyone intending to use type-5 life support (full habitat with plants and animals) is STILL going to need to replace losses in the recycling cycle, things like fertilizer. Even cows just standing there still waste energy by resisting the pull of gravity and giving off body heat. You can't recoup all they eat from their droppings.
If we were smart, we'd do this right by patiently building up a string of colonies to serve as way-stations, like the Zhos did. They didn't go to the Core the first time, they spent a great deal of time and resources to build a series of island supply bases, and that is the way to go about a journey that is so very far beyond your capability - you break it down into journeys that ARE within your capability.