For comparison's sake, warp drive in the Star Fleet Universe has three tiers: "tactical", "operational", and "strategic".
"Tactical" speeds are those at which a "modern" (GURPS Prime Directive Tech Level 12) ship, such as a Constitution-class heavy cruiser, can fight - as seen in the likes of Star Fleet Battles and Federation Commander, where a single game hex is 10,000kms across. At this level, the "speed limit" is Warp 3.14, or SFB Speed 31: 30 hexes maximum from the ship's warp engines, plus an extra hex from the ship's impulse engines.
"Operational" speeds are the fastest cruising speeds a ship can travel under its own navigation. That same Constitution-class CA has a a maximum cruising speed of Warp 7, which allows it to cover just under 19 parses per day. However, if the ship had to perform an emergency saucer separation, the impulse engines in the saucer (should they remain active) still allow it to "cruise" at Warp 5.5, or just over 9 parsecs a day.
"Strategic", or "dash" warp, is as fast a ship (from GPD TL 12 onwards) can go using navigation beacons laid out (and paid for) by the operating empire beforehand. In the case of the Federation CA, it can "dash" up to Warp 9.25, or just over 436 parsecs a day! However, it must stop at a "strategic movement node" (such as a starbase or a major industrial planet) every three thousand parsecs - or every six hexes on the hex map used for the strategic-level game Federation and Empire.
The way the SFU tells it, "impulse" engines are fusion-based "Non-Tactical Warp" drives; they allow a ship to travel from one star system to the next, but must slow to sub-light speeds during combat, and cannot use "dash" warp. Tactical Warp drive involves matter-antimatter reactions, which require the use of those all-important dilithium crystals to be regulated properly.
The F&E hex map covers three of 24 sectors - from Alpha to Omega - of the SFU version of the Milky Way Galaxy. (The SFU does not use the same "sector" and "quadrant" system portrayed in the post-1979 on-screen Franchise.) The Federation covers an area of that map 9,500 parsecs in diameter, in keeping with the data from the "U.S. Air Force data tapes" originally published in the Star Fleet Technical Manual.
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Actually, one form of star travel which I find interesting to consider is the "skip drive" from the Old Man's War novel series.
[spoiler]A skip drive does not move you from one place to another in the same universe. Instead, it places you at the target location in an infinitesimally different universe. Or, at least, that is how the skip drive is assumed to work; you (as the passenger) have no way of telling one way or the other.
As in, say if you and a friend of yours board a ship leaving the Sol system. As soon as you make the first skip, you will ever see "your" version of Earth again. But then, the Colonial Union you are now signed up to bars travel back to Sol anyway, so you knew this going in. However, as soon as you and your friend transfer to different ships which skip to different star systems, you'll never see "your" version of that friend either; if the two of you meet up again, the "friend" you meet is infinitesimally removed from that original (to you) person.
And yet, most people (those not driven to madness by the multiversal implications of it all, I guess) simply act as if this person is the same one all along.
I forget what range the skip drive has, though.
There is no equivalent of BattleTech's HPG in the OMW multiverse, but there are "skip drones" which are used to pass on information from one place to the next.[/spoiler]