So taking a closer look at Kylo Ren's crew card. The only mechanical thing it says is really action and then follow instructions on another card.
So onto the other card known as conditions, a brand new mechanic being added onto X-wing bringing more cards to the table.
What conditions look like is something that could have been placed on the upgrade card if they had unlimited space for text. This can be a problem. I remember encountering this dilemma with my house cards for the death merchant title. My solution was to make another upgrade card and put half of the text on the title and the other half on the matching crew which turns out to be good as it gives a little more flexibility with upgrade selection and keeps the upgrades simple.
<=cyborg wedge
Now I am not against new mechanics being added in to keep the game fresh. In a matter of fact as the design space gets more crowded you need to find different and creative ways to add mechanics. However I am not in favor of these conditions card. The reason is that these new conditions mechanics are essentially putting two cards on the table for one upgrade . Take a look at the dual cards mechanics for an example. That is a good new games mechanic design because dual cards are 2 cards in one . They do the exact opposite of what condition mechanics do .
As more and more mechanics are added with new damage decks new obstacles and tokens the game space can become real cluttered real fast. X-wing needs game mechanics that keep rules simple and keep the game space free of clutter. These conditions do the exact opposite. Further more they add another card/component that can easily get lost.