I see two ways of reading the chart. Mind you, i'm not familiar (yet) with Icons, but I do read a ton of charts! Though this is the third question i've run across today on SE, so i'm really wanting to pick this one up to see what's going on in there, we're dying for a game that's Super Hero but not Mutants and Masterminds or HERO System.
Zebras gone wrong
If we're going to assume the zebra striping got messed up, Each group of results should work like you wanted. Roll 1d6, then roll 1d6 again, which makes a ton of sense, at least until the last two tables. I was chopping the groups off at the entry with X-6 on it, just to keep things nice and tidy
So, the other read of this table I got was a bit more interesting. If we look at the control powers a bit, the listed ability names appear to come in related groups. For example, the 3-4 result includes Energy Control, Healing, Telekenisis, Transmutation. These are all powers that tend to show up together on superheroes normally (Phoenix from X-Men comes to mind for this group) in published media. The same goes for the resistances table for 3-4, Immunity, Life-Support, Reflection (Oh, hey, that's Colossus!), but why do the tables intersect with the coloring?
To give multiple powers on one result, of course! So, if we're rolling on the Control Powers table, and we get a 5 on the first roll, and a 6 on the second, we end up generating Transmutation and Servant, which sounds like we're able to turn metal into robots (which is AWESOME) with our villain or whoever we're making. The same goes for Defense powers. If I roll a 1 and a 1, I get a hero with Immortality and Absorption (which makes Dr. Manhattan's defensive suite, if i'm not mistaken).
Either way, its your game, choose whatever option or interpretation you think is better for your group but be aware that second option will make some much stronger advisaries.