Each wound suffered may be cancelled if the controlling player makes a saving throw.
Models that are wounded still have a chance to damage by 'saving' the wound. The opponent must now roll a number of dice equal to the amount of wounds caused in an attempt to 'save' their models. If they roll equal to or greater than the model's save, a wound has been deflected by its armour or some other form of protection.
Each save will be written like 6+, 5+ and so on, indicating that you need to roll a 6 or higher and a 5 or higher respectively to save the Wound.
All saves from various equipment or special rules are cumulative, so you can combine various types of armour for instance. For each 'point' of a save, you may add +1 to the total save, which means the score it needs to save is reduced by 1.
For example, a model with a 6+ save (or +1) that adds a piece of equipment that gives a 5+ save (or +2), will have a total of a 4+ save (or +3).
Note that a save of any kind can never be better than 1+. This does not prevent a model having items or special rules that would take the save even lower, it simply caps the saving throw at 1+. Also, remember that a roll of 1 is always a failure.
Save Modifier | Save |
+1 | 6+ |
+2 | 5+ |
+3 | 4+ |
+4 | 3+ |
+5 | 2+ |
+6 | 1+ |