I want to discuss dual wielding melee rules, and the effect mods and attachments have on them.
I play a marauder/gadgeteer, and am trying to decide whether to use a vibroaxe or two vibroswords.
If I were to use a vibroaxe, I would tinker/juryrig it for +1 hardpoint and +1 damage, and mod it with balanced hilt + both mods, mono-molecular edge +both mods, and superior customization it. Nothing controversial there and I understand how it all works.
Now, here is the confusing part. What do I do if I have 2 vibroswords, mods/attachment wise? I would do the same things I did to my mainhand vibrosword that I did to the vibroaxe, namely tinker/juryrig it for +1 hardpoint and +1 damage, and mod it with balanced hilt + both mods, mono-molecular edge + both mods, and superior customization it. But what do I do to the offhand? Is the offhand weapon "used in the attack" or just something you hit with if you generate the 2 advantage and trigger it? My interpretation is the latter. It seems silly to me for someone wielding two balanced hilted vibroswords with +1 accurate mod on each to roll 4 boost die every attack, likewise would it be silly for them to autogenerate two advantage for wiedling two superior customized vibroswords. Would the optimal "offhand" vibrosword load out look more like juryrig it for +1 damage, and mod it with mono-molecular edge + both mods, serrated edge, and superior customization it (for the +1 damage, you wouldn't gain the +1 advantage)?
In addition, how does having two defensive weapons work? I know about armor & cover not stacking since they both give 1 defense, but defensive says it increases your melee defense by 1, and the creators have been cited as saying that two sources of defense don't stack, but multiple factors that increase defense do. What has been the community ruling on this?
Thanks alot if you've read this whole thing. Just trying to get the specifics of the rules clamped down. Feel free to segment your answers into "this is raw" and "this is how my group plays" as well. Thank you!