Instantiating a random dropped consumable item from many cloned objects

My goal is to have this script drop a random consumable item (2 or 3 objects) to drop after the 5 second time limit. I can't get each cloned object to drop a random item (or one at all for that matter). The issues I run into is either the parent object will turn into an item or no 'clones' will be instantiated and an object just spawns right on the parent. and gets a tad bit glitchy because of two objects colliding on the same world space. Please help out asap if you can! :D

#pragma strict
#pragma implicit
#pragma downcast
var prefab : Rigidbody;
var speed = 15;
var numberOfObjects = 15;
var radius = 1;
function Update()
{
    if(Input.GetButtonDown("Fire1"))
    {
        LaunchingProjectile();
    }
 }
function LaunchingProjectile()
{
    for (i = 0; i < numberOfObjects; i++)
    {
        var angle = i * Mathf.PI * 2 / numberOfObjects;
        var position = Vector3 (Mathf.Cos(angle), 0, Mathf.Sin(angle))     * radius;
        var clone : Rigidbody = Instantiate(prefab, transform.position, transform.rotation);
        clone.velocity = transform.TransformDirection( Vector3 (0, speed, 0));
        clone.transform.parent = transform;
        clone.transform.localPosition = position;
        Destroy(clone.gameObject, 5);
    }
}

this line

var clone : Rigidbody = Instantiate(prefab, transform.position, transform.rotation);

instead add

var offset : Vector3 = new Vector3 (1,1,1);

 var clone : Rigidbody = Instantiate(prefab, transform.position + offset, transform.rotation);

then alter the offset variable so that the prefab appears in the right position