To test out concerns that the relatively highpoly player model may be problematic in the Quake engine, I did a rudimentory walk cycle, flailed the arms around a bit, and had him revolve in a circle for the standing frames. I then replaced the soldier model to get him in game. Here is a screenie -
http://img234.imageshack.us/img234/926/atmos0000054xq.jpg
Tested with DarkPlaces, there were no problems; AquiRe's revision of the NehQuake engine is the target engine for the mod and the model should work fine there as well.
I've also taken a number of suggestions -- I've pulled the face back into the head and reworked the neck and armor and made the shoulder/arm connection deformable. I still need to add edge loops and structure to the knees.
This is a picture of the wasp
http://img110.imageshack.us/img110/4373/waspscreen7bj.jpg
-- an insectoid with a mounted nail gun and lizard head. Though, the lizard skull makes him look more like a dragon, at least without a skin on him. I've fully animated him and have him working nicely in game. I just need to skin him, and change a few things in the QuakeC.