My old friend and mentor, Gamer/DarthRancor/TK-421 always used to say, "eliminate activations," and in this case I think his advice holds true.
First of all, we gotta kill off those darned Scouts! Mara doubles with cunning attack on the adjacent scout, killing it very easily and gaining a FP from force renewal. Next, the Marauder has to die, since he's holding the door open for Canderous to shoot 6x +14 at Kyle.

At first thought it seems best just to stand still and triple attack with Kyle (door would close), but then it becomes apparent that the Mandos next turn could just run the Quartermaster up to open the door, giving Canderous a clear LOS on Kyle, and that would hurt. So instead, Kyle Assaults the Marauder (needing 4s to hit), and then moves to C10. The door closes after Kyle's turn, so if the Mandos want to pursue Kyle, then they're going to have to commit a piece to open the door. Mara Jade is probably dead anyway even with Mettle and Evade, because she faces 10 attacks in total coming from the remaining Scout (opportunist) and Candeorus (30dmg shots). At this point it's all about the dice, since Mara could get extremely lucky with her saves and survive the round, or she could die right away to Canderous' barrage, which would allow the Scout some other options after having the door opened by the Quartermaster.
Mandos: Well, it all depends on what the NR does. Assuming the NR does as I've described, then Canderous has no target but Mara, so he takes out his frustration on her, +14s for 30 vs her 24 Defense in cover and Evade (with Mettle once). Depending on how that goes, the remaining Scout moves to L3 (adjacent to Mara but within 6 of both commanders) to attack Mara 4x at +16 for 20dmg; this negates her Evade, so she can only avoid 1 hit if she makes her deflect save. Those would be the Mandos' first 2 activations assuming things went as planned with the NR's turn.
EDIT: After reading the other posts, I can see the value in moving Kyle up to Disrupt Canderous. However, this places him out in the open with no cover...whether he kills the Marauder first or uses Grenades after moving is sorta beside the point. Canderous would simply move outside of the Disruptive range and twin on Kyle, and would then likely kill Kyle next round if he wins init. Disrupting the commanders looks like a good idea, but then you see that they can easily move later this round to avoid that problem, and it turns out not to be an ideal move. Grenades could be nice if they hit, but they still don't eliminate any pieces. The one benefit of moving Kyle outside of the room is that it forces the Mandos to decide which piece they want to kill this round: Kyle or Mara. Still, given the points differential as well as the activation advantage, Kyle is still smarter to stay inside the building and let the door close, since the Mandos will have to come to him (and therefore enter the Disruptive range), which gives him and the rest of his squad the advantage. It sounds more exciting to go after a commander this round, but IMHO it makes more tactical sense to kill two pieces and force the Mandos to come to me.