Items in the Bulldog:
Grenades - wireless off ASAP
Guns - toss into RV
Ammo - keep, unless it is loaded, in which case leave it
Medical supplies - keep, turn medkit and trauma patch wireless off
respirator, alchemy kit, gloves - don't care
Comms:
Can we leave the hunter's comms here - pin as many crimes on these guys as possible?
As for the their commlinks, with at least two unrecoverable at the bottom of the cliff/ravine/gulch/whatever, it seems pointless to waste time on the remaining ones. But, a apirit could recover the ones at the bottom, so maybe that is a way to go (and it could work while we get going).
@Tec - would it be a single service to instruct a spirit of man to find and destroy all of the commlinks? That'd get us on the road ASAP and he'd have a good dice pool for looking, something that we all largely lack due to wound mods or low skill/attribute. I'd be surprised if 20 dice doesn't beat everyone here for a perception test.
@Team - How suspicious would it be to have only the non-planted commlinks destroyed? Should we just have them all destroyed and hope that whoever looks at them can determine their owners, but not pull any useful info off them? Ideas?