A creature's saving throw (often shortened to 'save') gives it a chance to avoid being harmed when struck or shot. Most creatures have a saving throw based on what kind of armour they are wearing, so their saving throw may be improved if they are equipped with better armour. The reptilian Lizardmen and other creatures that may have a thick skin or chitinous shell granting them extra protection receive a 'scaly skin' armour saving throw.
Armour saves are taken by rolling a D6 and trying to score equal to or higher than the armour save value. For example, if a creature has a 3+ armour save, it can normally avoid any wound it suffers by rolling 3 or more on a D6.
Some troops are protected by magic or are incredibly tough by nature. These creatures have what is known as a ward save, a special type of save that can protect them from almost any type of damage. We'll explain these saves in detail later on.