There's definitely a little iqm there in the player folder, and iqm's can combine mesh and animation into one file according to their main page on Sauerbraten. http://sauerbraten.org/iqm/
It looks for all the world like you can import md5's and export iqm's but you can't get the finished iqm back into Blender. If I am wrong, please feel free to let me know. There are .blend files available for the meshes of the players, and the mesh for the drone is still in md5, which can be imported into Blender, but there are no iqm import schemes. I think the idea was that since there are so few models anyhow, there's no point re-importing them into Blender. If anyone wants to produce other models for this game, going forward it would be a Very Good Idea(tm) to keep the .blend files around. I was looking into all of this out of curiosity as to how to make new animations for the character model.
I'm going to proceed on this assumption that there is no iqm importation work flow. Probably a good practice exercise for me anyhow would be putting the bones into the mesh for the player models anyhow. It might even be a good idea for me to practice by redoing the model It sure has a wild mesh compared to how they turn out in modern .blend meshes, at least in my (admittedly very inexperienced) opinion.
As always, thanks for the help.
They're bugs, Wyatt. All that smart talk about live and let live. There ain't no live and let live with bugs.
- Morgan Earp, "Tombstone"