Education: General: 80 Perk. Scholar. You have an extensive knowledge base on every subject, allowing you to make connections even other scientists usually miss. +25 bonus to Tactics and Speech from outside knowledge.
Psyker: Manipulation: 40 Perk Fleshcrafter. You have immense power over flesh, allowing your flesh and that of your allies to go far beyond it's limits, and causing the flesh of your enemies to rebel against them. +10 to Combat, Tactics, and Medicine Checks. Malus of the same to enemy Checks in the same.
You are interrupted in your studies by the sound of gunfire. That's almost never good. You rush out of your study, which your parents had provided for you when they decided to spend your first few years here teaching you. You grab a nearby soldier and ask him what's going on.
It seems that the Orks weren't being properly cleared out of the deepest layers of the sewers beneath the major cities. They've been working on tunnels between the regions, allowing them to move to the biggest fights relatively quickly. This has resulted in Orks swarming into the tunnels beneath the capitol and then out of the sewers.
Meanwhile, a rather large horde is approaching from the east, led by an Ork rivaling you in size. As you tower more than half a meter over the next tallest person in the room, this is impressive. Especially since feral Orks like those found on your homeworld tend not to get much bigger than a normal human. They just have tougher bones and hide, which is what makes them so hard to permanently kill.
Considering the recent fight between two tribes of Orks, it's likely that this Warboss is the victor of said fight. The Warboss that has apparently emerged is smart enough to co-ordinate a pincer strike, which is a bad sign, but is probably not smart enough to plan things a decade in advance, so he's probably just using tunnels that were already being dug out. The PDF soldiers defending the capitol would ordinarily make short work of the Orks invading via the sewers by turning their entry points into killzones of overlapping fire, but they can't draw too much manpower away from the walls, or else they risk the main body of the Orks breaking in and wreaking havoc.
Similarly, they can't simply leave the choke-points alone, or they'll swiftly stop being choke-points as the Orks start to overwhelm the few citizens who can actually put up a fight with the military elsewhere. The commanders are overwhelmed by the dual draws on their manpower.
What should you do?
[ ] Draw The Warboss In. A Waagh this small, with a Warboss this early on, will crumble nigh-instantly if the Warboss is killed. While you are no expert in CQC, between your powers and enhanced physique, child or no, you stand a good chance of defeating him. In addition, the Waagh will quickly crumble if the Warboss doesn't accept your challenge, as a Warboss this new will be considered a weakling if he backs down here. However, there is a risk that, even if you win, you'll be too badly wounded to prevent the other Orks from trying to kill you. In addition, the Orks will lose cohesion with the Warboss dead, but that will only weaken them so much. Orks don't tend to have much cohesion in the first place at this level, and they might decide to press the assault anyway.
[ ] Take Command. While you aren't exactly well-studied at commanding troops, you are talented at it, and you are probably better than anyone who isn't General Richards, who is currently on the other side of the planet, mopping up a different tribe of Orks (you're pretty sure that's just bad luck) and won't get here in time to influence the battle very much. Of course, you're still a child, but between your father's tutelage and your talents, you think you can convince/browbeat them into giving you command. It's not a quick and easy fix, and a significant number of soldiers are probably going to die, but you'll do your best to lessen that.