One of the things I must get around to doing is a report of the action from a Geezers game.
In the meantime, here is a (my) very brief overview:
Each individual has a number of characteristics. Shift it (Move), Rough stuff (Melee), Shooters (Firing), Bottle (Morale), Nouse (Streetwise), Wheels (anything vehicle related) Up for it (Health), 'Av it (Can modify dierolls).
As you might expect the better characters have better stats. Most stats are common to the majority of miniatures, with the leader of each side being the superior exception.
Shift it, for example, is generally 2D6. This generates a variable move distance of 2cm per dice 'pip' with additional costs for obstacles/actions. Simple and it works well.
The game reflects 1970s Britain in as much as firearms are the exception rather than the rule and their use is often instantly fatal. Hand to hand combat is far more likely. Even this is pretty quickly resolved, usually within one or two turns.
Bottle (Morale) plays a significant part for the blaggers (criminals) and given long enough usually leads to their downfall. They need to act quickly and get away before the cops can feel their collars.
I'm not convinced they would work for a KKBB type game as they are quite subject specific. Craig, who wrote the rules, has really captured the feel of The Sweeney and similar programmes.
There may be a 'spy/KKBB' version in the works- Geezers Royale, but I am unsure of how soon this is likely to appear.
You may also find a brief game report or two here:
http://games.groups.yahoo.com/group/GeezersShutit/