Finally some clarification.
Terrorists do not have provinces. They have "bases." They also have an "Infamy" score, which grows with success. The Infamy is essentially a multiplier like Industry, starting at 1.00. It grows by varying amounts depending on missions. Infamy normally declines at a rate of 10% or 1 per turn, but can never go below zero.
The multiplier produces "Agents," who are either used as armies or sent on missions. Agents can be manually recruited as well - they cost 5 gold to recruit like ordinary armies.
Terrorists have Black Ops options, albeit simple.
-All three can steal money, which has a 20% success rate and a 10% discovery rate. If successful, they will take 10 gold and gain 1 Infamy.
-They can incite revolts. This mission has the same success/discovery rates as ordinary Incite Revolts. It has a limited scale, however - it only triggers 1-5 revolts, instead of 1-10. Their Infamy goes up by the number of revolts triggered if successful, by 1 if failure and discovered. Terrorists can also lend as many agents as they want to the rebels, and the agents become armies.
-Non-Phil factions can detonate WMDs. Whenever they successfully detonate a WMD, infamy goes up by x, where x is the Tier of the WMD. They gain 1 even if it fails, provided they were discovered.
-Philanthropy has a unique power - it can destroy WMDs. This mission has a 50% success rate if it's a T1, a 40% if a T2, 30% if a T3, 20% if T4, and 10% if T5. The weapon has a 5% chance of going off when destroyed, causing the appropriate damage. Discovery is 5x-5%, where x is the tier. So they have a 10% chance of destroying a T5, but a 20% chance of being discovered and killed. Meanwhile, they have a 50% chance of destroying a T1, but 0% discovery(T1s being lackluster weapons anyway, this isn't as catastrophic as it seems). They gain Infamy proportionate to the size of the weapon destroyed. Destroyed weapons have a 5% chance of going off, killing the agent sent on the mission and causing appropriate damage.
The number of attempts they can make depends on their Agents, which each attempt consuming one Agent's move. If an Agent is discovered, they will be killed.
Terrorists Black Ops are not calculated until the start of the next turn, when players will have income and whatnot to steal.
Terrorists can acquire their own WMDs - with enough gold, they could tech up to the necessary Tier to produce weapons. Alternatively, they can use the research capability of nations that willingly harbor them, so watch out for those T2 weapon states.
Players can back terrorists, which means basically giving them money to target a certain opponent. You can also harbor them, which lets them grow in your nation unaccosted, but carries heavy diplomatic penalties if discovered. Finally, you can outright arm them, giving them parts of your WMD arsenal(Except Philanthropy, obviously). All these actions have a 10% chance of being discovered(5% if you give T1s due to their smaller size).
For those of a more noble leaning, you can also seek out and destroy them. You can devote your entire intel agency to searching for terrorists, but this consumes all your Black Ops ability for the turn - it also automatically succeeds. You just pick a target, search, and if there are any, you will find out. Take whatever action you feel appropriate.
Minor NPCs do not search for terrrorists unless attacked. If they do search, to prevent GM bias, they choose a nation to search at random.
Our three antagonists:
One Vision Restoration Army - Commandeered by Sonereal, the VRA seeks to rebuild One Vision.
4 The Lulz (Name Pending) - Led on and off by AA, it... well, is general terrorism. Basically, mercenaries for hire.
Philanthropy believes MAD to have failed due to the genocides in Europe, the Middle East, India and Oceania. It accordingly seeks to remove the weapons from existence, and has begun destroying raw material sources, transports, and even assassinated scientists and politicians. Philanthropy being an antihero/antivillain organisation, states without WMDs generally won't care if you're discovered backing them - why should they?
All terrorists start with 5 bases and 1.00 Infamy. So. Each has 5 agents this turn, to be used for defense or to protect their bases. Bases cost 5 gold to erect and can be built anywhere in settled territory. The VRA starts with 2 T2 Bioweapons.