This reaction allows a phasing or non-phasing character to attempt to dodge from an incoming attack, making it harder for the incoming attack to hit. Only the target of an attack can make this reaction. The character can optionally turn 60 degrees at the start of the reaction and then must move one hex away from the direction of the attack on the combat "board" (see diagram below). A character can only dodge an attack that comes from the direction of one of his three front hexes (after the 60 degree turn), and so cannot dodge an attack incoming from the hex directly behind him/her.
A jump back dodge reaction uses one action point.
A jump back dodge reaction allows the character to use any relevant dodge specialism points in the dice roll that determines whether the attack hits him/her, and also gives him/her a +3 additional bonus.
Follow-ons: If a character unsuccessfully side-steps, he/she can follow up with a Soak follow-on to reduce the damage from the blow.