These are not agents, but rather highly sophisticated android replicas of human beings. They are utilized to foil assassination attempts and generally confuse CHESS' opponents. They are also occasionally lent out to superheroes to aid them in preserving their secret identities (though of course the superhero must reveal his identity to CHESS in order to have the pawn created and programmed). Advanced thought-transfer technology allows Pawns to have full memories and personality of the person they replace, and any memories the Pawn accumulates during the impersonation can be transferred back to the original person as well. There are two major drawbacks. Damaged Pawns are easily distinguished from true humans, and they have a slight tendency to go crazy (1% chance per day of activity, cumulative, until reprogramming).
Crazy Pawns are liable to do almost anything.