I uploaded a post on my blog (which has a total of 3 posts now) in Japanese earlier today so I'm going to basically just post the same thing in English here.
Background:
Before I introduce the game, it helps to understand why I decided to make this game. It basically boils down to, wanting a game that's accessible to "plamodel" fans in Japan and thus utilizing the extensive variety of relatively cheap models available here and making that leap from collecting Gundam models to playing miniature wargames a bit easier. One other reason I decided to make this game is that I like complex game systems and enjoy the granularity they provide. As you can probably tell, making a non-miniature wargamer friendly game that is also complex is about as impossibly silly as it sounds so I've had to make some compromises but I think I've come up with a relatively unique and playable game system.
My main inspirations for the game were wargames like Battletech and Adeptus Titanicus as well as video games like XCOM.
Another decision I had to make was what sort of setting I wanted for the game and what the models were going to be.
Going 100% off of my personal preferences, I decided to focus on mech combat between squads of mass production mechs.
In other words, a good old slug-fest between the grunts that get killed in 1 shot in shows like Gundam.
Thus one of the first models I wrote rules for was the Zaku II.

To pick another faction that was slightly different but not too different, I picked the 30MM line from Bandai.
They have some pretty decent looking mechs with a ton of customization, which I think is extremely important for a good miniatures game.

Things needed to play the game:
Here's a list of the essentials to play this game.
・The models (In this demo I'm using a 30MM Alto and a Zaku II)
・Dice(d6s, d10s, d20s)
・A measuring tape (This game uses cm right now so I'm hoping that's a plus in Japan.)
・Playing cards (You'll see)
・An appropriate surface(This demo is played on a 110cm by 85cm area)
・Terrain

Turn 1:
Before rolling for initiative both players decide what they want their mechs to do and place cards face down next to each mech to indicate what it's going to do. Next, both players roll for initiate and starting with the first player, both players take turns revealing one card at a time and activating the corresponding mechs.
In this demo, The Zaku player rolled higher so they go first.
The card they had placed was a 3, which is the Boost movement ability.
This allows the Zaku to move up to 42cm while ignoring any elevation changes due to terrain.

This uses the 4 of the Zaku's 6 AP(Action Points).

Next the Alto activates and moves using the Run action.

This uses 2 of the Alto's 5 AP.

Even though both players have activated all their mechs, since there are still mechs with AP remaining, both players place cards and activate their mechs again. The Zaku gets initiative but it had played a pass card so it does nothing.
The Alto uses 1/3 of its remaining AP to shoot using its SMG.



This time, the Zaku is out of AP but the Alto still has 2 AP left so it uses this to shoot at the Zaku again. Unfortunately this time it misses.
Since there are no longer any mechs remaining that could act, the game moves to the next turn.[
Turn 2:
All cards in play are returned to the players' hands and the players place cards and roll for initiative again.
The Zaku player wins initiative and attempts to charge the Alto. However, the Alto player had placed the card for Overwatch, which allows him to interrupt an enemy during its movement and shoot at it with it's SMG. However, overwatch rolls are rolled with 2d10 taking the lowest and the Alto rolls a 1 and 2, missing the Zaku. The Zaku then continues its charge move and attacks with its Heak Hawk (the axe).

The Heat Hawk connects and deals enough damage to destroy the Alto's left arm.
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Having lost it's melee weapon, the Alto decides to use SMG Strafe, which allows it to move and shoot. It manages to hit and deal 12 damage to the Zaku's legs but the Zaku ends up with 4HP remaining on its legs.

Turn 3:
The Zaku wins the next initiative roll off and manages shoots the Alto right in the torso, dealing 18 damage which is enough to take it out.

So that was a basic run through of how the game works right now. Its still very much a WIP but feel free to leave any feedback.
I'm probably going to work on expanding the range of units and weapons next, as well as working on the game balance.