Makoto
Mongoose
Sooner or later every party wants to try their strenght in a big battle. However, doing so is quite straining and time-consuming in pure RPG, so here's a system of transferring characters and simplifying GM's life 
As usuall, all comments welcome
1. Start with regular tabletop trooper's stats.
2. Modify damage done with used weapons:
- for every extra dice used in RPG add +1 to damage (so ie. Burst Fire feat provides a +2 bonus)
- extra points of damage (from dexterity, feats, skills and extra trainings) transfer depending on dice used in PRG:
weapon using d6 (ie. peacemaker pistol or Derringer) will have +1 damage in tabletop for every +3 damage in RPG
weapon using d8 (ie. Morita) will have +1 damage in tabletop for every +4 damage in RPG
weapon using d10 (ie. Firestorm missile) will have +1 damage in tabletop for every +5 damage in RPG
- for melee combat add half character's Strengh mod (rounding up) to damage with extra +2 for Brawl, +1 for both Improved Brawl and Streetfighting feats (cumulative, so having all 3 of those will grant a +4 bonus in addition to half the S modifier).
3. Transfer saves:
armour save goes off completely, DR will be used for injuries instead.
However, since characters are to be shining heroes, each of them will have a dodge save, calculated as follows:
dodge = 7 - (REF save total/10). Divide by 5 if character has the dodge feat, round fractions mathematically (0.5 and above up, below 0,5 down).
So ie. character with REF save total of 16 will have 7 - 1,6 = dodge save of 5+. Should s/he have the dodge feat it'd be 7 - 3,2 = dodge save 4+
4. Calculate damage reduction and damage during battle.
Use the RPG DR. If character has the block feat add 1/10 of his total CON save to DR, ie. CAP trooper with CON save total of 16 and engrafted body armour enchancement will have 4 + (1,6=2) + 2 = DR 8.
Damage for all hits that connect with a character is calculated using RPG codes, modified by DR as above. Should a kill hit be scored simply double the damage to character.
NPCs on both sides are treated using the normal target/kill and save/wound system from tabletop.
5. Calculate character value.
Start with normal value for a given trooper (LAMI, CAPs, Exos or Marauder). Add +1 point per every 200 XP (always rounding up) character has, so ie. lvl 17 LAMI with Morita rifle and 127.497 XP under his belt will be worth whooping 648 pts in tabletop.
6. Character feats.
Some of the feats will require extra modifications:
- Far Shot: increase weapon's range by 50% (so ie. 30" range for Morita Rifle, 45" for Morita Long)
- Dead Aim: character can use a Ready action to activate this feat in order to gain +1 to damage in next attack roll. This can be upgraded with 2nd, consecutive Ready action in order to gain a +2 bonus, however this bonus cannot be used for a Reaction attack and will be lost if any other activity (Action, Reaction or flinching) occurs.
- Point Blank Shot: add extra +1 to damage if target is 6" or closer to the character.
- Marauder Mastery: using a Marauder without this one causes a -1 modifier to damage caused.
- Quick Reload: character can ignore Ammo rules (only himself, not his entire squad)
- Two weapon fighting: use reason to determine which weapons may be used this way. Also, remember to add the point value of the second weapon to character's. Treat Morita rifle as 2pts, pistols as 1 pt.
7. Experience awarded.
Simply make it 10 x point value of models put out of action. In case of multiwound models (tankers and brains, mostly) note who scored how many wounds and award XP proportionally.
Using this system is mostly advisable for higher level characters who can really shine on the battlefield, however remember this is also a change into very deadly system, as single "kill" roll can cripple even a high level character. On the other hand, it offers a good refreshment for an occasionall game, not to mention big battles and quite a lot of XP's for survivors ^^

As usuall, all comments welcome

1. Start with regular tabletop trooper's stats.
2. Modify damage done with used weapons:
- for every extra dice used in RPG add +1 to damage (so ie. Burst Fire feat provides a +2 bonus)
- extra points of damage (from dexterity, feats, skills and extra trainings) transfer depending on dice used in PRG:
weapon using d6 (ie. peacemaker pistol or Derringer) will have +1 damage in tabletop for every +3 damage in RPG
weapon using d8 (ie. Morita) will have +1 damage in tabletop for every +4 damage in RPG
weapon using d10 (ie. Firestorm missile) will have +1 damage in tabletop for every +5 damage in RPG
- for melee combat add half character's Strengh mod (rounding up) to damage with extra +2 for Brawl, +1 for both Improved Brawl and Streetfighting feats (cumulative, so having all 3 of those will grant a +4 bonus in addition to half the S modifier).
3. Transfer saves:
armour save goes off completely, DR will be used for injuries instead.
However, since characters are to be shining heroes, each of them will have a dodge save, calculated as follows:
dodge = 7 - (REF save total/10). Divide by 5 if character has the dodge feat, round fractions mathematically (0.5 and above up, below 0,5 down).
So ie. character with REF save total of 16 will have 7 - 1,6 = dodge save of 5+. Should s/he have the dodge feat it'd be 7 - 3,2 = dodge save 4+
4. Calculate damage reduction and damage during battle.
Use the RPG DR. If character has the block feat add 1/10 of his total CON save to DR, ie. CAP trooper with CON save total of 16 and engrafted body armour enchancement will have 4 + (1,6=2) + 2 = DR 8.
Damage for all hits that connect with a character is calculated using RPG codes, modified by DR as above. Should a kill hit be scored simply double the damage to character.
NPCs on both sides are treated using the normal target/kill and save/wound system from tabletop.
5. Calculate character value.
Start with normal value for a given trooper (LAMI, CAPs, Exos or Marauder). Add +1 point per every 200 XP (always rounding up) character has, so ie. lvl 17 LAMI with Morita rifle and 127.497 XP under his belt will be worth whooping 648 pts in tabletop.
6. Character feats.
Some of the feats will require extra modifications:
- Far Shot: increase weapon's range by 50% (so ie. 30" range for Morita Rifle, 45" for Morita Long)
- Dead Aim: character can use a Ready action to activate this feat in order to gain +1 to damage in next attack roll. This can be upgraded with 2nd, consecutive Ready action in order to gain a +2 bonus, however this bonus cannot be used for a Reaction attack and will be lost if any other activity (Action, Reaction or flinching) occurs.
- Point Blank Shot: add extra +1 to damage if target is 6" or closer to the character.
- Marauder Mastery: using a Marauder without this one causes a -1 modifier to damage caused.
- Quick Reload: character can ignore Ammo rules (only himself, not his entire squad)
- Two weapon fighting: use reason to determine which weapons may be used this way. Also, remember to add the point value of the second weapon to character's. Treat Morita rifle as 2pts, pistols as 1 pt.
7. Experience awarded.
Simply make it 10 x point value of models put out of action. In case of multiwound models (tankers and brains, mostly) note who scored how many wounds and award XP proportionally.
Using this system is mostly advisable for higher level characters who can really shine on the battlefield, however remember this is also a change into very deadly system, as single "kill" roll can cripple even a high level character. On the other hand, it offers a good refreshment for an occasionall game, not to mention big battles and quite a lot of XP's for survivors ^^