Both the adventures I've seen either award no Omega Tech at all, or have each player draw 1. It supports the use of player decks very well, keeping them relevant and vaguely 'fair.' If you're going for more of an RPG than a CCG feel, though, it may seem a bit intrusive or contrived.The GM also has the option of simply placing specific Omega Tech and handing over the apropriate card if it's found. That's the option I'd go with, personally, if I were running a campaign outside of organized play. One variant I've discussed before to go along with this is to let players retain Artifacts that they don't salvage when they fail an Omega Charge Check, and use them to build a player deck. Once they've accumulated a minimum-size player deck, they can start drawing from it - representing finding a power cell, replacement part, or other artifact to canibalize to get it working again, rather than just happening to find yet another Black Ray Gun because they have two in the custom player deck they built. That way, you still get to use the deck mechanic, but you retain a fig leaf of verisimilitude/consistency for your campaign. ;)
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5e really needs something like Wrecan's SARN-FU to support "Theatre of the Mind."
"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar.
"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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