Instantiated object using parent's transform as world axes

I’m trying to have an object fire a projectile directly in front of it with this.

function FireLaser () {
	var LaserClone : Rigidbody = Instantiate(laser,transform.position, transform.rotation);

The problem is that the instantiated object is using the transform rotation of the player object as its world axes, in effect doubling the intended rotation. If I use Quaternion.identity instead of transform.rotation it does fire along the world z-axis.

Then just use transform.localRotation instead… a simple look up at the documentation should made it possible to yourself to find it out…