Imperial Security Bureau (ISB) agents are the Empire’s internal hunters—trained investigators, interrogators, and counter-insurgency operatives tasked with rooting out dissent before it becomes rebellion. Where stormtroopers enforce Imperial will through visible force, ISB agents enforce it through surveillance, informants, fear, and meticulous control of information. They appear in garrisons, starports, and occupied cities when local commanders suspect sabotage, sedition, or rebel infiltration, and their arrival usually means the Empire is done playing games.
In SWURPG, an ISB agent is a high-value threat who excels at exposing lies, collapsing disguises, and applying pressure when the heroes think they are safe. They are not frontline soldiers, but they are highly competent under fire, carrying compact weapons, personal comms, and the authority to redirect entire squads. An ISB agent works best as a named antagonist or recurring rival—someone who learns the party’s patterns, leverages captured evidence, and returns with tighter security and better intelligence. Even when defeated, an ISB agent can leave consequences behind: compromised safehouses, arrested contacts, and a trail that forces the heroes to stay one step ahead of the Empire.
In SWURPG, ISB Agent units should be used in ways that highlight their role in the Imperial war machine. Consider how they enter the scene, what they are protecting, and how they react when the heroes disrupt their orders. They are most effective when placed in appropriate terrain, backed by officers or specialists, and used to create cinematic moments that feel true to the Star Wars universe.
Recommended Level Range: 4-8 | Difficulty Rating (DR): 2
Difficulty Rating (DR): 2
Type (Size): Humanoid (Medium)
Initiative: +5
AC: 13 (Uniform (no armor))
HP: 32 (5d8+10)
Speed: 30 ft.
Attributes:
STR 11 (+0), DEX 14 (+2), CON 12 (+1), INT 14 (+2), WIS 14 (+2), CHA 13 (+1)
Saves: DEX +4, INT +4, WIS +4
Skills: Investigation +4, Insight +4, Perception +4, Intimidation +3, Deception +3, Knowledge: Tactics +4, Use Computer +4
Languages: Basic
Equipment: ISB Field Uniform, Blaster Pistol, Datapad (Basic), Restraint binders, Security Kit
Traits:
Counter-Insurgency Specialist. The ISB Agent has Advantage on Investigation, Insight, and Perception checks made to detect disguised creatures, hidden threats, false identities, or deceptive behavior. In addition, creatures have Disadvantage on Deception checks made to mislead the agent.
Interrogator’s Threat (1/Short Rest). As a bonus action, the ISB Agent targets one creature it can see within 30 feet. The target must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier) or become Frightened of the ISB Agent until the end of its next turn.
Point Blank Shot. When the ISB Agent makes a ranged weapon attack against a target within 20 feet, it gains a +1 bonus to attack rolls and a +1 bonus to damage rolls.
Actions:
Blaster Pistol
(Ranged Weapon Attack)
: +5 to hit,
range/reach 60 ft,
one target.
Hit: 6 (1d10+1) energy damage
ISB agents fight like professionals, not like troopers. They stay close enough to benefit from Point Blank Shot, but they rarely expose themselves without support. They use stormtroopers, droids, and locked-down environments to limit escape routes, then focus fire on the most dangerous or slippery target. Their Interrogator’s Threat is best used early to disrupt a key attacker or to punish a hero who tries to rush them.
In encounters, treat the ISB agent as the brain of an Imperial response: they identify the party’s weakness, call for reinforcements, and attempt to capture targets alive when possible. If the fight turns against them, they retreat behind a defensive line and attempt to escape rather than die needlessly—because an ISB agent who survives is a better villain than one who goes down in a single firefight.
To explore more Imperial enemies, return to the Imperial Forces index and expand your roster with additional troopers, specialists, and leaders.