The AHL rules, I won't post the Striker rules as they take up over two pages in the rule book.:
"18. MORALE
Each character has a printed morale factor and some characters have leadership bonuses. These values are used in making morale checks.
A. When to Check Morale: A character must check morale once for each of the following situations. If the situation occurs more than once in a phase, the character must check once for each occurrence.
1. Exposure to Covering Fire: A character under cover must check morale before exposing himself to covering fire. Exposing oneself to covering fire consists of leaning around a corner or rising above a console if this would place the character in the danger space of a covering fire. Additionally, a character intending to move through the danger space of a covering fire must check morale before doing so.
2. Moving Adjacent: A character who intends to move adjacent to an enemy character must check morale before doing so.
3. Friendly Casualties: At the end of each action phase, any character who saw (had a line of sight to) any friendly character who was killed, was seriously wounded, or lost consciousness must check morale. The line of sight can be in any direction and need not be through a front square.
4. Unexpected Fire: If a character is fired upon unexpectedly, a morale check must be made for that character. Unexpected fire is fire from an enemy character who was unseen prior to the current action phase. Unexpected fire morale checksare made at the end of each action phase.
B. Order of Morale Checks: Higher ranking characters must check morale first, followed in order by lower ranking characters. There are three general categories of ranks: 1) officers; 2) warrant officers/NCOs; and 3) enlisted persons/ratings/technicians. Within each of these three categories, characters check morale in order of their identification numbers. Thus, character 01 would check morale before character
02 did, etc. While the order in which a player's characters move is determined by the player, all characters whose movement will require a morale check must take the morale check before any characters move.
C. Procedure: Roll two dice. If the number rolled is equal to or less than the character's modified morale value, the character passes the check. If it is greater than the character's modified morale value the character fails the check. All positive leadership bonuses are added to the checking character's morale value (not the dice roll), and all negative bonuses are subtracted from the checking character's morale value. A character with a leadership bonus (referred to as a leader) uses the bonus to modify the morale values of all friendly subordinates (all who check morale after that leader) within the leader's line of sight, but only if the leader did check morale that step. A leader may not apply his or her bonus to his or her own morale checks.
If the leader passes all morale checks, that leader's bonus is added to all subsequent morale checks of friendly subordinates; if the leader fails a morale check then that leader's bonus is subtracted from all other morale checks of friendly subordinates.The effects of several leaders in the same area checking morale are cumulative.
For example, lntruder officer 3 (bonus of +2) and lntruder NCO 2 (bonus of +3) are leading an assault party across an area swept by covering fire. Officer 3 fails his or her morale check and thus NCO 2 checks morale with 2 subtracted from his or her morale rating. Assuming NCO 2 passes the check, all of the other members of the assault party check morale with a positive modifier of 1 (+3 from NCO 2 and -2 from 02 for a net modifier of +I ).
D. Effects of Failed Morale: Failure of an exposure to covering fire check causes the character to avoid exposing him or herself; any other movement (or allowable combat action) is permitted as long as the character does not enter a danger space of a covering fire. Failure of a moving adjacent check will cause the character to stop moving before coming adjacent. The character will stop with at least 3 APs left (if possible), and if 3 APs are left will execute a snap shot at the character to whom he or she was intending to move adjacent. Failure of a casualty or unexpected fire morale check will cause the character to panic and flee. Regardless of what was chosen for the character in the decision phase, the character must, in the action phase(s) immediately following the failed check, run away from the location of the enemy characters until he or she reaches a position of complete cover (referred to as cowering). The character will then remain there until he or she successfully makes a morale check. This morale check is made at the start of each decision phase. Any friendly leader who moves to the square containing the cowering character may apply his or her leadership bonus to that character's morale value. In this case, it is not necessary for the leader to pass a morale check before applying the bonus to the cowering character. Note that any leader may carry out this function for any friendly cowering character. This is the only time that the leadership bonus of a lower-ranking character may be used to assist a higher-ranking character in making a morale check."