I know Dpt 666 isn't a Battlefied Evo system game; but, that wouldn't stop us from taking the background/universe and have one-off games for it.
This isn't to un-do or out-do anything EGG is working on, but I'm sure there are some players out there that while they may love the gas light/Victorian themes, but are resistant to different mechanics/systems. Some people just don't like change.
In fact, with the teaser info we've been given so far, we have already tried some stuff out and we thought we'd share it with you in case your the stick in the mud type.
Linshao Monk (works for the evil Fong) Size 1/ Move 6/ Close Combat 1d6+2/ Target 6/ Save 5/ Kill 6/ Traits: Martial Arts,
Nou Soldier (think Ninja, but Chinese version, yes I know Ninjas originated in China, but this is different). Size 1/ Move 6/ Close Combat 2d6/ Target 6/ Save 5/ Kill 6/ Traits: Martial Arts, Stealth Equipment: Sword
Sailor (works for the Air Barons, think serial badguys from the '30s) Size 1/ Move 4/ Close Combat 1d6/ Target 5/ Save 6/ Kill 5/ Traits Equipment: Harness, Safety Rope, Googles, Marlin knife
We've tossed around all kinds of ideas for Evo supplements in a non "modern" setting. The problem is, the close combat mechanics of Evo are just not geared for "real" close combat. I heard some talk on the Mongoose forums about some Advanced CC rules...
Other than that, I think Evo would be a great skirmish system for other eras of warfare. 666 would be a tougher mix though since there's sooooo much driving the magic and skill component of the game. As Kermit and I are tossing around roolz and mechanics, this is growing into what could be a very unique game system unlike any other we've seen. This isn't to say that the 666 setting couldn't be laid over the Evo system... it would certainly be a way to kick around in the 666 element with the very streamlined Evo rules...
I like what you've done! Please let me know how any playtesting works out. I'd be interested in hearing about the CC dynamics.