TSons Codex
Dark Matter Crystal wrote:
Once per battle, at the end of your Movement phase, you can select the bearer or a friendly THOUSAND SONS INFANTRY unit within 12" of him. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy models. This does not count as Falling Back if the unit was within 1" of any enemy models.
BRB FAQ
FAQ 1.2 wrote:
The rules for reinforcements say that when a unit is set up on the battlefield as reinforcements, it cannot move or Advance further that turn, but can otherwise act normally (shoot, charge, etc.).
Q: Can such a unit make a charge move? Can it pile in and consolidate?
A: Yes to both questions – the unit can declare a charge and make a charge move, and if it is chosen to fight, it can pile in and consolidate.
Q: Can such a unit move or Advance for any other reason e.g. because of an ability such as The Swarmlord’s Hive Commander ability, or because of a psychic power such as Warptime from the Dark Hereticus discipline, or because of a Stratagem like Metabolic Overdrive from Codex:Tyranids, etc.?
A: No.
Battle Primer
Reinforcements wrote:
Many units have the ability to be set up on the battlefield mid-turn, sometimes by using teleporters, grav chutes or other, more esoteric means. Typically, this happens at the end of the Movement phase, but it can also happen during other phases. Units that are set up in this manner cannot move or Advance further during the turn they arrive – their entire Movement phase is used in deploying to the battlefield – but they can otherwise act normally (shoot, charge, etc.) for the rest of their turn. Units that arrive as reinforcements count as having moved in their Movement phase for all rules purposes, such as shooting Heavy weapons. Any unit that has not arrived on the battlefield by the end of the battle counts as having been destroyed.
See underlined phrases. This section makes “set up,” “deploy,” and “arrive” as synonymous.
Beta
FAQ
Tactical Reserves wrote:
Any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the controlling player’s deployment zone (even if its ability would normally let it be set up anywhere).
This Beta rule means that the Dark Matter Crystal can only put your model inside its own deployment zone.
Clarifying
FB picture
Star Units wrote:
Using Da Jump, you'll still be able to deliver your favourite infantry units to the enemy frontlines in your first turn. Like any ability that lets you move an already-deployed unit, it's unaffected by the new beta rule.
This clarification means that the DMC target can be placed outside your deployment zone on T1.
These two rules, taken together, separate “arrive” from “already-deployed.” These are the newest rules, and clarify what was previously intended by the original 2017 publication.
Using the Dark Matter Crystal on an already-deployed unit makes it a legal target for Warptime later in the turn.