Unfortunately, T5 doesn't track ammo or missiles despite the fact that there are a couple of pages depicting various types of ammunition storage for firearms and there are different sizes for missiles. But then I also dislike 1-minute combat rounds which are the default for T5.
So here are the changes I made to make it more like MT. Change the Combat round to 6 seconds, which means that Movement rates are multiplied by 10 to get how many 1.5m squares you can move in one round. Walk 1 = 10 squares or 15m, Run 2 = 20 squares or 30m. If you wish you can make an Athlete roll against Dex or End on 3D and if you succeed you can Sprint 3 = 30 Squares or 45m but you may not attempt any other action.
Next, I use TL to determine how many shots a weapon has and modify this by the type of weapon, so Combat/Battle/Machineguns weapons multiply the result by 5, Energy weapons use x10 for ammo. And the cost for more ammo is 1% of the cost of the weapon for Slug Throwers and 10% for energy weapons which can be recharged.
I made these suggestions when I was asked to playtest the Combat rules, but I believe they were discarded because Marc wanted a more abstract system.