Update:
I found a link on the wayback machine to the table @ https://web.archive.org/web/20120117030409/http://www.mactyre.net/scm/articles/MSH-1.html
I posted the chart below
Conversion notes -- Marvel Super Heroes to Champions
by Aaron Sullivan
Ty (6)
Gd(10)
Ex(20)
Rm(30)
In(40)
Am(50)
Mn(75)
Un(100)
STR / STR
10-12
13-15
16-20
21-30
31-45
46-55
56-65
66-75
DEX /AGL
10-12
13-15
16-20
21-25
26-30
31-35
36-40
41-45
CON /END
10-12
13-15
16-20
21-25
26-30
31-35
36-40
41-45
INT /REA
10-12
13-15
16-20
21-25
26-30
31-35
36-40
41-45
EGO /PSYC*
10-12
13-15
16-20
21-25
26-30
31-35
36-40
41-45
PRE/ [(In + P)/2]
10-12
13-15
16-20
21-25
26-30
31-35
36-40
41-45
SPD /AGL**
2
3
4
5
6
7
8
9
DEF
2-5
6-10
11-15
16-20
21-25
26-30
31-35
36-40
Every +CS above Unearthly gives an additional + 5 (i.e., CL1000 END would equal CON 65), except for SPD. For SPD, every +2 CS equals +1 SPD (i.e., CL1000 AGL would equal SPD 11).
* Assuming the character is a Psi or Mage; otherwise, use [(Re + In + Ps)/3]
** If either FIGHTING or INTUITION is higher than AGILITY, increase SPD by 1
Special Cases
BODY: 8 + (Health/25)
COM: GM's Discretion
PD/ED:Assuming that no relevant defense powers are involved, give the character 2 x Figured (not resistant). In MSH, most defensive powers replace standard defenses. Therefore, if a relevant defense, such as Body Armor, is less than the 2 x Figured, buy Damage Resistance equal to its conversion (see chart above). If the defensive power is greater than the figured defense, buy its Champions' equivalent equal to the difference between the two, in addition to the damage resistance. The exceptions are Force Fields and Force Shields (Wall) -- simply convert those according to their active point equivalents
CV: If AGILITY is greater than FIGHTING, use DEX for base combat values. If FIGHTING is greater, buy combat levels sufficient to raise average CV to the value it would have if DEX were based on FIGHTING instead of AGILITY
Powers
Most Powers have adequate enough descriptions to convert them without much difficulty. If the power in question is an attack power, assume the damage class to fall in the same range as if the power's rank were converted as STR. Assume active points in other powers to follow the same conversion, except for sensory powers, which convert at 1/5th that value.
The GM has two options with movement powers: either convert by active points, or assume that game inches per phase equals the rank number (i.e., Rm Flight would equal 30" of Flight in Champions' terms).
****MSH doesn't really have a skill system per se, so fill in from their listed "talents" the best you can****
****As MSH doesn't make use of the disadvantage system, fill in disadvantages per knowledge of the character (i.e., appropriate Hunteds and Psychological limitations, etc.)****