B369 mentions "A natural weapon (punch, kick, etc.) is always ready unless the body part in question is occupied or restrained"
The word "occupied" sounds pretty broad, could apply to kicks being unready if they're occupied with stepping/jumping, hands being occupied if they are in your pockets. See B383:
- A weapon or other device is unready if in a holster, scabbard, pocket, belt, or pack; on the floor or a table; etc.
B401's "Knocking a Weapon Away" (disarm) presumably "occupies" a hand or foot, requiring a ready manevuer to get it back into place if the "disarm" technique works.
This is a nice alternative to Beat. Obviously while limbs can be knocked around they can't be dropped to the ground though.
- http://forums.sjgames.com/showpost.php?p=1646629&postcount=33 2013 Kromm approves a "Committed Ready" based on Committed Attack from GURPS Martial Arts for getting a bonus Step
- https://web.archive.org/web/20180103191847/http://forums.sjgames.com/showpost.php?p=351374&postcount=9 Kromm suggests that an "Extra Ready" advantage would also be worth 25 points, but would be mutually exclusive with Extra Attack